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Wings 3D Import base mesh

Hello,

I am afraid that nobody so far has been able to help me with this problem. I posted it a month ago and I am reposting in hopes that somebody will know what to do.

I cannot export a base mesh of a multi s-div zbrush into Wings3D, save it out there, and import it back into ZBrush without having serious errors. The imported base mesh looks fine, but higher s-div levels are completely scrambled.

Here is what I do and what happens:

  1. Export the lowest S-Div level of an S-div model (tool) created entirely in ZBrush. The lowest S-div has 1950 polygons (Pic 1). I exported with the settings in Pic 2.

  2. In Wings 3D version 0.98.26 (latest stable version), import the model, and export it as an OBJ, without making a change.

  3. With original tool (model) open to lowest S-div, import the new Wings 3D created OBJ file. Looks fine in S-div 1, but S-div 2 looks like Pic 3.

    [![pic1.jpg|832x290](upload://xqkxcPOH5HxLt6hASEhke71aa7H.jpeg)](javascript:zb_insimg('10772','pic3.jpg',1,0))

    Pic3 The result after re-importing the OBJ file created out of wings and increasing the S-div level to 2.

I have tried getting rid of polygroups so that groupings don’t mess it up, and that has failed also.

I beleive the vertex order is getting ruined, and ZBrush’s importer isn’t capable of fixing that (it should be able to, since the base meshes are the same. Just give the verticies the same order! how frustrating!)

Can anyone help?

Thanks

Attachments

pic2.jpg

pic3.jpg

I don’t quite understand what you are doing in step 3. What is your goal? I haven’t had any troubles importing/exporting tools as OBJ, but as far as I know the OBJ format will only hold the mesh as you export it. You will loose all of the various information at each sub-d level and the new tool will just a be a “level 1” mesh.

I guess you have a highly detailed sculpt from which you want to extract a displacement from, but you decided to do your UV maps after the fact…Correct? You want to take your Wings model and bring it’s UV set into Zbrush and then have it calculate the discplacement?

oops owen…sorry I forgot about ya.

I was gonna experiment and see what is happening.

will go do it now and let ya know what i find out.

Wings3d changes the vertex order after you import it. You would see the same problem if you went between Maya and wings3d as well. We use a plugin or Houdini to rebuild meshes to match each other.

Have a look at posts regarding obj import options, I’m pretty usre there will be some buttons and options to look at before you re-import the wings 3d mesh back in to deal with the vertex order.

Ben

Bill Robertson 42:

I have many purposes in mind for step 3. The simple fact is I need to be able to export the base mesh out of ZB, make non-vertex re-ordering changes, and bring it back in. This should be possible.

Examples of things to do outside ZBrush with the base mesh? 1) Assign decent UVs (AUV tiles don’t do it for me) 2) Pose and bring back into ZB.

Thanks,
Owendouglas

sirquadalot,

Yes, I would like to be able to set up UVs in Wings3d and bring the results into ZB.

Thanks,
Owendouglas

Aminuts,

THanks, I appreciate that. Sorry for the late reply, I have been busy!

Thanks again,
Owendouglas

Gunslinger,

Thanks for the advice. What plugin do you use? Is it availible somewhere?

AS for the import options, I am familiar with all of them, and there is no vertex re-ordering option that I am aware of.

Thanks,
Owendouglas

Owen,

after you save it out of wings…go to uvmapper load it and then save it with the …reverse winding order option on.

that should take care of things for ya…works for me.