ZBrushCentral

ztl format back to object and viceversa?

Is posible that conversion? Is there some way to interconvert the ztl and the object format or the polymesh format, because there are some options the are allowed to each one format and not to other, mayor example is the use of Projection Master deformation aspect between object (allowed) and the 3D native ztl format(not allowed)
Thanks in advance
Andreseloy

Once a parametric object has been converted to a polymesh, it can’t go back. There is no feature for converting a polymesh to parametric status because there are no guarantees that any given polymesh would fit the exact mathematical rules required to be parametric. In fact, odds are FAR better that any given polymesh would not qualify than that it would.

For the most part, polymeshes have far more features available than parametric objects do. The notable exception is in the Masking palette, where parametric objects have access to the Row/Column/Grid options. But those options are only possible because parametric objects fit strict mathematical rules.

FYI: The ZTL format applies to ANY model saved with ZBrush as opposed to exported. This includes ZSpheres, polymeshes and parametric objects. So I was a little confused at first by your question, until I realized that you were talking about parametric objects. :slight_smile:

Thanks for the clarification, without notice i was missed the point that parametric objects fit strict mathematical rules.
Andreseloy

Yes, all parametric objects are the result of a mathematical formula applied to the variables that you set in the Tool>Initialize menu.

:slight_smile:

Then that explain why i can have a more releable texture map with 3d native againt the texture map i get with the object?
Those things came up because i was asking me how can I make the texture map from the projection master more readable so I can see what im doing in my paint program: the eyes,nose,mouth because them other uv I cant see what im doing…:wink:
Thanks again
Andreseloy

Actually, UV mapping is a horse of a different color.

Each parametric object by default has the most appropriate mapping method for that type of object. For example, a Sphere3D has spherical mapping while a Plane3D has planar mapping. This cannot be changed unless you first convert it to a polymesh.

With polymesh objects, you can assign any of ZBrush’s mapping methods. For ZSphere models and other skins, the default mapping is AUVTiles, but GUVTiles is also available along with other options such as Planar and Spherical. Simply assign a texture to the model of the size that you want it to be mapped for, then press Tool>Texture>[Whichever mapping method you want]

AUVTiles and GUVTiles really are the best options in most cases, though, because they have the least amount of texture distortion. Sure, you can’t read it very well in Photoshop, but with Projection Master (and the ZAppLink plugin that’s coming in a few weeks) there’s no need to.