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Zbrush and MakeHuman 0.9

Hey,
Does anyone use MakeHuman in their workflow? If so I am trying to figure out how to stop the gap between the head and the body when going up in subdivisions. I am exporting as an obj and it look great until the increase in subdivisions. I am new to Zbrush and am having a hard time figuring this one out. Thanx, Boneaxe

could you post a picture of what you mean?

I’m not familiar with Makehuman, but it sounds to me as if the head polys are not attached to the neck or body polys. Therefore, when you divide to go up a subdivision, the shapes of the edges changes, making the gap. I’ve had similar problems when importing objects from Lightwave. Just make sure you use Makehuman or some other app to “weld” the points between the two edges before exporting. Then when you import into ZBrush, it will be solid. I don’t know a better way to explain it, but I hope that helps. ZBrush does not currently have a way to merge points like this.

Thanks for the reply,
I use started using MakeHuman when I got started using Blender awhile back mainly because it is was free and I was too cheap to get Poser. Now that I have Poser I still find it easier to use. It is pretty good for a open source app. Here are the pics on what it is doing. I tried to weld in Maya and it didn’t work, but then I don’t know that app worth crap yet. I am trying to use an older version of MakeHuman to see if that will give a better result. (the new version is kinda wierd) Thanks for any suggestions, Boneaxe

Attachments

LowGirl.jpg

HighGirl.jpg

Yeah, that definitely looks like it’s the problem. Could be something else, but it looks like the points on the head are not merged with the points on the neck. I don’t know Maya, but hopefully another user can give you some tips on that.

its possible that they are not connected in the original model, but show up now that its subdivided. Or that the normals right there are reversed, this will sometimes detach parts. Either way if you want it connected you will have to do that, i would suggest just doing it in maya cause its super easy at the low level. If you wish to adventure using zbrush then you will have to use the retoplogy tools.

I’m not sure if it was an isolated case, but on the one occasion that I created a MH mesh, the center seam was not center. Easy enough to fix, but something to be aware of.

You can fix this as part of the obj import into ZBrush. First, Select the Polymesh3d tool, then go to the Tool Import settings. Set the Weld slider to .01, click Import and choose your MakeHuman .obj. When you subdivide it you will find it is all one mesh. Yeah! :smiley:

Bonus tip: You can also click the Mrg button to merge similar points.

Thanks for all the replies. Extra thanks to Dougt, your suggestion worked great. :D:D:D I love Zbrush it is a fantastic tool and really appreciate all the help this forum provides in learning it. You guys rock!!! Boneaxe