ZBrushCentral

Exporting in zbrush 4 r3

Hey all!

I am new to zbrush and 3D. I made a plate and using spotlight, put a texture on it. How do I export the model with the texture?

What happens now when I export is this:

I get an unreadable .mtl format, a .ObJ format and a .BMP format. But why are they separate? How do I use them to get the same result as in zbrush, where everything is as one ?

also, when I import the object into cinema 4d, it comes in 12 different pieces and none of them have a texture on them. Is this a problem with using zbrush to do the uvs?

Please help, and thanks for reading!

I assume that you have created the texture as texture rather than left it as polypaint. In that case it should be in the Tool>Texture Map menu. Clone it to the Texture palette, flip it vertically and export from ZBrush.

When you export the model as an OBJ, turn off the Tool>Export>Grp setting if you don’t want the polygroups to be exported as separate pieces.

In C4D, import the model and the texture. You will need to assign the texture to a material and then assign that material to the model.

You can ignore the .ma file. It’s an artifact from the old days of the .OBJ format. ZBrush exports it in case you need it, but most people never do.

OR

Use GoZ to send the model from ZBrush to C4D.

Hey thats great! It mostly worked.

But the .BMP file that I imported into cinema 4d and attached to the material on my plate… looked horrid, all in squares, nothing like in zbrush.

What uv type do I use to get the best possible quality?

Thank you so much Aurick!

for getting back to me on my other comment, I had looked all over google, and it seems to me that the pixologic documentation is a little old.

Hey! it worked.

Thanks a bunch!

  • Mithos

You’d forgotten to flip the texture vertically, right? :slight_smile:

I think I used the wrong uv configuration. but its all fine now! Thanks again you were a big help.