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ZBrush - Cinema 4D Workflow

Hi all.
It’s been a while since I started Zbrushing and I deal with some issues here.
I work my files for printing purposes, and I thought the only possible way to edit my sculpt in c4d is to export an .obj file. The thing is, the tool has 2.99 mil polygons and when I import to c4d I can barely rotate around it due to hi-poly count, not to mention there are alot small details missing.

What is the best way to create my objects in ZBrush and then import in C4D for final editing/texturing/rendering without losing any detail at all? (and to keep with a smooth polycount that actually gives me enough freedom to edit or at least navigate)
Also, do you think it’s better to switch to any other app for this purpose or even do everything in ZBrush? If so please be as descriptive as possible.

I use ZBrush 3.0 in order to follow up with some training tutorials I found here , but can immidiately switch to 3.1 if required. Cinema 4D version 9.6

thank you :slight_smile:

You need to create displacement maps. Export the low resolution model and the displacement map. Then C4D can render the displacement map to get the high resolution detail back.

At www.pixologic.com/docs there is a ZPipeline guide for C4D which will help you get started.

thank you for your reply, it explains good how to get from c4d to zbrush safe.
But :

  1. It’s written for ZBrush 2, and
  2. it requires me to download a plugin called ADE which I couldn’t find in pixologic’s website.

are there any other guides around on how to properly export displacement maps?

oops wrong, I just got the plugin, thanks :slight_smile: