I read Keith Young’s Guide, Cinema 4D to ZBrush to Cinema 4D (http://skinprops.com/guide/C4D2ZB.htm) which was very helpful and answered a lot of my questions, but I have a few questions and then I am going to give this a try.
Keith Young "As far as I recall off-hand (and based on the way I worded the guide), ZBrush only ever exports “Groups”. It refers to these groups as “PolyGroups”. It does not re-export any “Material Zones” (“usemtl” records in the .obj file). So ultimately, it only ever cares about it’s PolyGroups, which can be used to hide/un-hide parts of the model (re-read that last sentence until it sinks in).
When you Import a .obj file into ZBrush, you have two mutually-exclusive options for creating those PolyGroups…
- By default, it will treat any Group records as PolyGroups.
- If you have the “Import Mat As Groups” option enabled, it will use Material Zones as PolyGroups instead.
…so those are your two choices to work with as PolyGroups inside ZBrush, but when you export from ZBrush, you can only ever get Groups (if I’m not mistaken/misremembering).
Q1) After reading the Cinema4D /Riptide/ZBrush Import/Export Guide, it appears it is best to add 2 tags (“Selection” tags and “RipTide” Group tags) to my objects before exporting them from Cinema 4D? Is this correct?
Q2) If I add the (“Selection” tags and “RipTide” Group tags) to my objects in Cinema 4D, then “Export” my objects from Cinema 4D and use “Tool > Import” in ZBrush, then when I create the UV map in ZBrush and “Export” the .obj from ZBrush the “Point” order should stay intact and the .obj should reimport back to Cinema 4D correctly. Is this correct?
Q3)I need to export my model from ZBrush with “GRP (Group)” turned off.
Where in ZBrush do I turn this off?
Q4) Again from the Cinema4D /Riptide/ZBrush Import/Export Guide, - “Any .obj files exported from ZBrush only retain a limited subset of the information that may have been in the .obj file exported from C4D. Because of the above, if you export a .obj file from ZBrush, you can only get back one (useful) set of polygon selections. (Material Zones or Groups or Regions)” So if I have added the (“Selection” tags and “RipTide” Group tags) to my objects before exporting them from Cinema 4D, then won’t I get back more than one set of useful polygons? For e.g. if I have modeled a head and teeth in Cinema 4D and then apply the (“Selection” tags and “RipTide” Group tags) to my objects before exporting the head and teeth, then when I export from ZBrush as an .obj, then the .obj should reimport back into Cinema properly shouldn’t it?
Q5)If you want to have your material zones available as PolyGroups in ZBrush, then:
-Make sure that the Riptide “Export Materials” option is Enabled
-Before you import into ZBrush, make sure that you have the “Preferences -> Importexport -> Import Mat As Groups” option Enabled. Note that this will override the “Preferences -> Importexport -> Import PolyGroups” option (you can only get Groups or Material Zones as ZBrush PolyGroups). Where do I find the “Preferences > Import/Export > Import Mat as Group” option?
Q6) If I use the (“Selection” tags and “RipTide” Group tags), then the transition of the .obj between Cinema 4D and ZBrush will go a lot smoother? Is this Correct?
Q7) When setting up my objects (head and teeth) in Cinema 4D to export I just left the head and teeth as separate objects and then exported as an .obj. Is this the correct way to do this?
If I have missed any crucial steps in the process of setting up my Cinema 4D objects for export then please let me know. Thanks.
I apologize for all of the questions, but if this works I wil be very happy 
PS. Someone here said if I turn off all of ZBrushes Import/Export preferences, then I won’t have the same cross platform problems between ZBrush & Cinema 4D. Is this true?