As I have to go trough zBrush when importing to the Keyshot for zBrush version I have started to try and get stuff over that whay.
I thought that It would just be a matter of get it into zBrush and send it on and the apply the UV mapped textures in Keyshot.
Currently I have been fighting to get some trees into Keyshot.
Normally, in other apps it’s just a matter of loading it and it loads fine with texture and all.
In zBrush, as it is for now I know I have to assign the textures manually so on with it.
Split the models with split group to be able to add texture to the different parts.
Assign a leaf texture to the leafs but it loads upside down.
I loaded a lot of DAZ models int zBrush so just a matter of hitting flipV I think but nope.
Leaf folds on the middle…
So, well lets send it anyway and try to flip it in keyshot.
Nope, that did not work that well either.
Tried to change the mapping from the zBrush Vertex+MatCap to UV mapping and load the texture and apply it manually in Keyshot instead.
Losing the texture completly but after fiddling around I can see parts of it here and there.
Going back to fiddle a little in zBrush and applies tranparency.
Leafs look a bit better inside zBrush of course but still upside down.
Sends them to Keyshot again and notices that there now also is an Opacity texture in the Keyshot material.
Tries to flip it and yes, the transparency flips.
Tries the same with the zBrush color material but that dont work.
Changes it to UV mapping instead on YES it works.
Ok, so I know hove to solve it but it is quite some extra steps.
I would of course have prefered if there was an import option that allowed zBrush to automatically import and apply textures.
Who knows, maybe in the next version?
But until then, is there anyone that can explain the behavior I found.
Why can’t I just flipV in zBrush, why does UVs in model not transfer to Keyshot correctly unless i set tranparency on in zBrush texture?
Bug or by design?