Truly great program Ctrl-Z, though I seem to have a problem. When I try to load a wavefront .obj-file exported from and created in Zbrush, I get problems. The action is interrupted, and I’m positive it is because of Zbrush not “welding” the edges of the model. I can import Zbrush exported .obj-files into other programs and weld them there, but not when it comes to the high-poly models. As a game modeler I really need to be able to create normal maps, and I found this program being a great solution. Now to my question - Does anyone know how to “weld” the model in Zbrush, or maybe fix it in any other way? Thank you very much.
Hello Teddybear,
I’am a Zbrush newbie so perhaps you know this
but there is an option to export your obj
as groups or as one model, every zsphere is
a group in the obj mesh…so perhaps you
export your model in groups ?
:qu:
TeddyBear,
Have you tried the mrg (merge) button in the
export options at the bottom of the tool menu? This will weld all the UVs when you
export.
Well yes, I have actually. I just get these different errors, such as “STRING, line (insert numbers here)”. It might help to say that I have not been using Zspheres, I have only one layer, it is just a face made out of a modified sphere. I just can’t get the problem!
Okay, so I have given up with the Melody-tool since it will not work with Zbrush-exported models. How do I make a normal map out of a high-resoluted model to apply to a low-resoluted one in Zbrush? All I have seen is making normal maps for 2.5D objects. Doesn’t anybody know?
whenever i import the normal maps into 3d studio max and look at them the lighting seems to be off (lighting doesnt fit the light source).
is there a fix for that?
Hi TVeyes,
I’ve got this problem of exporting the desired finished texture back onto a low poly model. When I view it max it’s not quite as detailed as I hoped it would be. At least not as detailed as in the z brush.
By the way I used the zmapper with its hundreds of sliders.
Can you please give me a screenshot or print screen of your recommended settings in the zmapper. That would be great.
Just to give you an ouline of what I do.
After the model is completed, I reduce the geometry to 1sdiv, then I go to zmapper, (model turns violet/blue), I press ‘open configuration’, then I flip switches here and there.
But this is the part where I don’t know what I’m doing. Can you give a quick print screen of your prefered settings.
Thank you.
Hey guys great but old threat here, but I’m still trying to get the gist of it. Every time I try to render a displacement map it winds up a jumbled mess of pixels strewn about in a rather dischordant chaos. Any ideas why this happens?
It would help if you could show us what you mean…