ZBrushCentral

Cannot merge with subtool master

Hello, I want to export my character to 3ds Max, so I chose Subtool Master to merge all my subtools into one single object.

Everything goes fine for a while, merging all the subtools, but suddenly stops and a windows pops up with the following message:

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ZScript Note: Interface item could not be found.
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PopUp:\catrina1.6
in...
[IPress,[StrMerge,"PopUp:",[Var,currentSubTool]]]
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OK   
---------------------------

I click OK and the result is an unfinished job, 40% of all subtools exported, but still separated as subtools.

I’ve tried several times, changing whether or not to delete hidden subtools, or to keep polygroups, but it wont change a thing.:evil:

I get exactly the same error with the Transpose Master Plugin.:eek:
Here check my screenshot.
Thanks! :smiley:

Attachments

subtool_master_error.jpg

Hello, does anyone know how to fix this :frowning:

It’s possible that your subtool names are causing the problem. I’d rename them without using any special characters like backslash () or period (.) and try again. Also make sure all your subtool have different names. Back up your model first!

Thanks marcus, I removed the backslash (/) and it worked but, since I have a 17 mil polygons. I get memory errors every time I merge and Zbrush becomes very unstable, also imposible to use. I´ve tried many times, and can´t get it work.

Is there some kind of trick to make it work.
I have:
Zbrush 3.1
Intel Dual Core Duo 2.2GhZ
2 GB RAM
ATI Raddeon 2600 256 RAM
Windows XP x64 & Windows XP

A combined mesh of 17 million polygons could certainly give you problems with 2GB of RAM. You really need more RAM to handle a mesh that size. Added to which I doubt that Max could even begin to handle the mesh! Your best plan is to use displacement maps for getting the detail you’ve created into Max.

So what would you suggest? Getting 2 GB more of RAM, and working with Displacement Maps before working under 3dsmax?

Is 2GB RAM enough to handdle it?
I don’t know if x64 reads more than 4GB, but I would certanly make the investment if it boosts my zbrush.

You should be able to generate displacement maps without adding more RAM. How you go about it depends on how your model is UV mapped.

Alternatively you may find this new plugin useful:

http://www.zbrushcentral.com/zbc/showthread.php?t=71265&page=1&pp=15

To tell you the truth, I already have all my subtools colorized and textured, but I haven´t checked any of those UV boxes, or Tiles or anything related to Mapping.

I just filled object using MRGB. All my subtools have certain amount of low subdivision. So I was able to get a merged low poly version. But my current high poly version is getting difficult to get merged. I would like to know if I can just get a texture map from all those subtools to aply it to my low poly version.

The plugin Decimation master is great, but it doesn´t keep the current MRGB, and all the colors and materials get lost in the process.

Please check my screenshot.
My only goal is to get this character into 3ds max to be able to v-ray it and have proper control of the lighting and enviroment.

Attachments

catrina.jpg

lonrot,

There are a few things you need to bear in mind if you want to render your model outside of ZBrush:

  • ZBrush materials are render/lighting effects that can’t be transferred to another app. (This is the same with other apps - if you set up materials in Max you couldn’t transfer those materials to ZBrush.)
  • To transfer colors you need to create a texture map for each subtool and use the Col>Txr feature.
  • To use texture maps you need to assign UVs.

For your situation I suggest this workflow:

  1. First back up your model.
  2. For each subtool switch to the lowest subdivision level and assign UVs - AUV tiles should be good.
  3. Switch to the highest subdivision level.
  4. Use Tool:Texture:Col>Txr to transfer the polypainting to a texture map.
  5. Use Decimation Master to reduce the poly count of all the subtools, so that you will be able to bring the model into Max. Make sure Keep UVs is switched ON!
  6. Export each subtool as an OBJ and reassemble in Max, applying the texture maps and creating suitable materials.

HTH,