ZBrushCentral

Can someone please help me out.

First of all. I created a dragon body with a pair of wings, and when i move both of Intersection and membrane numbers up, but nothing happen at all. The membrane doesn’t apply too the wings.

Second. When i import the zbrush file to maya, but how come the colors doesn’t appear along with my model?

Third. When i try to merged a head and body together, but…there was like… a line between there. How do i fixed that? I try to smooth it out, but doesn’t work. Sorry i’m fairly new to Zbrush, i’m using zbrush 4.
ZBrush-Document.jpg

you need to retopo your mesh to fix your problem at the neck.

I’m not sure what you’re talking about for the rest of your questions.

Sorry for the other two questions that doesn’t make sense. The first one is when i created the dragon wings, but how do i create membrane between the wings? And second question is, I made a model and polypaint it, but when i import it to my Maya, the color doesn’t come along with the model.

the skin between the wings needs to be another object, or you need to change the way you modeled the wings.

you need to make a texture of your polypaint data and import that into maya

Have a similar problem…

I create a model in Zbrush and polypaint it in Zbrush, I export the texture as Texture.bmp (Zbrush creates a crazy Adaptive-UVTiles-Map for this, but I dont need a good UV-map) and the .obj-file because I want to import it in 3d Studio Max for animations.

When I import the .obj-file into 3DS and then apply the material with the Texture.bmp (Diffuse colour) to the model it looks broken. Why? Because the texture is applyed without the Adaptive-UV-Map-information to the model.

So my question:

Why isnt the UV-map-information included with the .obj-file?
or
Where is the UV-map (which is used in Zbrush) stored? How I can export it to use it in 3DS?
or
Is this the complety wrong way to go?

sry for bad english
best regards Anton

Most likely, the UV’s ARE being exported with the OBJ. ZBrush will only not do so if you change the default settings. But it sounds like you’re forgetting to flip the texture vertically, which needs to be done any time you take a texture in or out of ZBrush. The easiest is just to click Texture>Flip V right before exporting the map.

Also, rather than AUVTiles I would recommend PUVTiles. It’s a more advanced version of the Tiles mapping and will give the best possible results. When your model is at subdivision level 1 in ZBrush, just choose a map size in the Tool>UV Map menu and then click the PUVTiles button. Now you can return to the highest level to create the map before finally exporting both the map and level 1 of the model.

hey,

thanks works fine.

by why i must use Flip V?

what is the backstory?
or
what I should ask google?

best regards

How do i make a texture of my own polypaint data before exporting it?