ZBrushCentral

Work Flow Question

Hi everyone,
I think I have completely confused myself or I am doing it all wrong…or both, quite possibly:laughing:

I have made some game models, which I now need to render to get all the lovely high poly goodness onto to them.

I wanted to take them into Keyshot to do a fancy pants render but I have a couple of issues.

I managed to get the uv’s textures to line up- whay hey, great start and thank you Joseph Drust for your video on how to get the model over with the uv coordinates.

Problem 1:
My model is all one piece with different polygroups so when I take it into keyshot, the uv works when it is all one piece, but when I apply different materials it applies it to the whole model.
I went back into Zbrush and seperated my model into parts to bring back over to keyshot and its now fine to apply seperate materials etc as they are all seperate bits, but now my texture maps from my high poly doesn’t fit.

Problem 2:
When I applied my normal and texture maps in the first instance , the model was still looking low poly and faceted. Am I missing something, going wrong somewhere in my process?

If anyone out there can help me understand I will be eternally grateful.

Thanks in advance.:confused:small_orange_diamond:D

Problem 2:
Look in Render Properties under the Render Menu and turn on Smooth Normals before sending it to KeyShot.

Problem 1:
Me too, its a royal pain in the ass.
I hope someone can answer this because the idea of haveing to use Blender to render stuff is making my skin crawl.

Thank you MealeaYing I will try this now.:slight_smile: If I can figure this out I will be sure to let you know.:):D:D

Just tried it and it works a treat, thank you, I have been tearing my hair out with this.:slight_smile:
Now to just figure out the next bit…

YAY!
Thanks!

Hey MealeaYing,
Dillster just gave me some advice on my problem, I am going to try this method to see if it works for me.

Duplicate the model and then paint the polygroups different colours. Once you send that duplicate to Keyshot, you can drag different materials to the different coloured groups.

I will let you know if it works.:slight_smile:

“Duplicate the model and then paint the polygroups different colours”

I should have worded that better. What I meant was that after painting, go to the Polygroups palette and click “From Polypaint.”
Another thing you may need to do in Keyshot is right click on any materials sent from ZBrush, then click “Unlink Materials.”

Dillster, is the unlinking what allows you to access the polygroups (It didn’t work for me…)?
Using From PolyPaint sends it over with loads of wonderful colors but all one material, thus even after I unlinked it it still places any material I try to use on ALL polygroups.
Looking in the tree thingy in the upper left of KeyShot I see one group, if I did materials on them I would see multiple groups.
Do I need some setting to get polyPaint to show KeyShot that each color is a separate PolyGroup?