ZBrushCentral

GoB: an unofficial GoZ for Blender.

Thanks for that Stunton, I manually reverted all the permissions to ‘all can access’ effectively and it works now. Except now it will work halfway, I mean that as in, it gets to Zbrush, and gives me an error message. So close! Grr. :slight_smile: Thanks for the help. Screen Shot 2014-01-03 at 5.03.42 pm.jpg

Edit: I have a cube which I subdivided and turns into a hexagonal shape. Then I press the little button on the left and it launches Zbrush and gives me that error. :slight_smile:

Try to copy the .goz file to an other folder and open it in ZBrush by hand (import-> *.GoZ). If the Goz file is loaded, so the problem is elsewhere.

Ah yes, check out the screenshot. Has it got something to do with the ‘almost’ duplicate folder structure? I seem to be getting this. The .GoZ tools import OK by the way! They seem to replace whichever sub tool I happen to be editing in Zbrush.

Screen Shot 2014-01-05 at 12.22.19 pm.jpg

Attachments

Screen Shot 2014-01-05 at 12.22.19 pm.jpg

What does the GoZ_Projects folder contain?

On Windows only three folder inside the pixologic one:
GoZProjects, GoZBrush, GoZApps

Try to remove GoZ_Projects and export from Blender, then check if GoZ_Projects is created again.

Okay, so I deleted the folder. It still gives me pretty much the same error. And the GoZ_Projects folder is not re-created. I do find it curious though that GoZ_Project folder had a .txt file that says something along the lines of "this is the folder for exchanging files between blender and zbrush…etc, whereas the GoZProjects folder had no such .txt file. GoZ_Projects also doesn’t hold the *.GoZ files being generated.

Do note as well I initially installed the ‘older’ version from the wiki.blender repos before installing the latest version you attached in this thread. Would this affect the blender code at all?

Cheers again for the time.

Okay, I went away and deleted the ‘265’ folders residing in Blender and it seems to have fixed it! Also renaming each object appropriately helps. (Plane_004.* confuses the Zbrush app?)

Cheers again for helping out!

@Stunton,thank you for such a great add-on script,works flawless(#b3d 2.69,#zb 4r6),highly appreciated!:smiley:
Can you make a list of what data transfer is supported using GoB?

  • Polypainting
  • Polygroup
  • Masking
  • material (diffuse, displacement, normal map)
    -Shift+click on the Blender icon to create a cavity layer for the selected mesh (it is a vertex color layer).
    It is really really slow so use it only for static mesh!
    You can use the ‘Dirty Vertex Colors’ too.
    Select the vertex paint mode and select ‘Dirty Vertex Colors’ in the paint menu.
    -Bmesh (now Blender use N-gons).

Is this correct and/or I’m missing features?
:confused:
-Angel

The script is only the addon for Blender, it replace any previous addon of GoB.
But for a first install you need to install the ZBrush side too.
I will try to update the doc from the Blender wiki and from the script.

With the 2.69 version, you can found:

  • Polypainting
  • Polygroup
  • Masking
  • material texture(diffuse, displacement, normal map)

Thanks a lot ,this addon is amazing~

Just wana say thanks for this addon, helps me a lot :slight_smile:

Hi, I have the following error when clicking on the ZBrush icon from Blender (2.69): permission denied when accessing /Users/Shared/Pixologic/GoZBrush/GoZ_ObjectList.txt
The GoZ_ObjectList.txt files does not exist on the file system, so I guess the script is attempting to create it? I have tried to run blender as root and same issue. Running on OS X 10.9.<textarea id=“adlesse_unifier_magic_element_id” style=“display: none;”></textarea>

by changing the permission on disk I could get rid of the permission error. However I got two issues:

  • when exporting from Blender to ZBrush, files (.Goz, .ztn) get created into /Users/Shared/Pixologic/GoZProjects/Default, but nothing appears into ZBrush. I can import the files manually (import command) into Zbrush though
  • when importing the file, the original material colors are not preserved. I am using a simple diffuse material in blender. Each object has a separate diffuse color. I can see the colors of each object in Zbrush are distincts, but they are not same as the ones in Blender. In ZBrush tried using different materials such as Flat color and Basic Material for the real colors to show up. On the two objects I had (blue and green in Blender), only one got its color preserved (the blue one), the other was white in ZBursh (instead of green).

I am using ZBrush 4R6, Blender 2.69, GOB 2.69 as add-on in Blender.

UPDATE: I have found the reason why the colors were not preserved when moving from Blender to Zbrush. It seems assigning the materials in Blender is not enough, we also have to Vertex Paint mode, and bake vertex color (Render/Bake, bake mode: texture and “bake to vertex” option enabled). Then after the bake, GoB will export the right colors into ZBrush.
I still have the first problem though that hitting ZBrush icon into Blender does not update ZBrush automatically, I have to import the GoZ file manually in ZBrush.<textarea id=“adlesse_unifier_magic_element_id” style=“display: none;”></textarea>

I’m having trouble figuring this out, .zip file contains only GoB_2-69.py file, no separate directories for blender or zbrush as stated in the wiki. What do I install where?

Edit: nevermind, I got the ZBrush directory from the .zip in post #127.

Edit 2: A huge thank you for making and sharing this by the way, it’s fantastic and a great improvement to my workflow. So thank you!

Sup man! I can’t find a way to do it because i dont get a Blender folder in the download but only a python script and i dont know where else to find it, can you post the link for it, please? thanks!!

Hey! I did the whole thing with the blender steps for installing the addon and it worked, I’ve already checked the box in of the GoB in my Blender 2.69

BUT my ZBRUSH isn’t reconizing the Blender Path for the GoZ because the addon from wikiblender.org -->( http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Import-Export/GoB_ZBrush_import_export )
just downloads a python script, and in this tutorial the guy clearly downloads a folder that probably contains more than just the python script i downloaded from that wikiblender .zip

does anybody has the real thing or the real link?

thanks!!

Figue

Hey there.

GoB_addon_265a_WIN.zip .
You can still use the latest GoB python script. All you need from this zip is the zbrush folder.
Now in the folder “zbrush” there is another folder called “blender”, copy that folder to C:/Users/Public/Pixologic/GoZApps and all should be good.
If your still having trouble after that let me know, but it should work.

Well… not exactly, but I didn’t know how to even ask myself how to put that question for the title of this thread, anyway, I have this theory for exporting from Zbrush to Blender and adding
the ZRemesh pipeline within… just that I don’t know how to do it, what I tried was:

  1. Sculpted my creature and textured it
  2. Baked all textures and stuff
  3. Exported all the subtools of my creature to Blender but for some reason it exports to Blender always everything but it forgets a subtool (in this case, the Teeth or the TeethGums)
  4. I tried to Export every texture then to a .PSD file but then I remember I can use ZRemesh to lower the polycount of my creature, so I did used it and then I exported the whole ZRemeshed body and everything into Blender
    and then I tried to apply the UV’s but they wont work on the new ZRemeshed creature

SO what I’m trying to know is that… If I sculpt a creature, then I poly paint it, then I export the textures… but If i wanna export the creature in low polycount into Blender I have to ZRemesh it
but if I do so… its an entire other object and if I try to apply the same UV’s as if it was the older HiPoly creature (the sculpted no-ZRemesh creature) then it will just not work and if I
use UV Master again on the new ZRemeshed lowpoly creature, then it will have another UV layout which… well… I don’t know what is the workflow for this and you guys seem very intro it.
Could you help me out?

Thanks!:sunglasses:

What you can do, before you unwrap your model, but after you’ve polypainted it, duplicate the subtool, and run zremesher on the copy. Subdivide the now remeshed copy, then project the details of the original mesh, including the polypaint information, onto the copy. Now unwrap the remeshed duplicate, and bake your textures, normal, and disp map. Voila! You have a low poly subdivision level on the copy to take to blender with the information you want from your high poly sculpt.

Thanks a lot for your advice man! Here’s another link that I followed to understand what you meant by “projecting” which at the moment I didn’t knew what it was but now I do http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/

here’s the final render in Cycles! 1798278_10152648248232222_214310432_n.jpg

Thank you very much, sir!

I continuing to have issue with GOB, in particular seems Zbrush and Blender don’t exchange correctly world coordinate.blender gob.jpeg

This happen when I send a file to Zbrush or viceversa. Not every time, but is quite frequent. Also, when I add some geometry (i.e. a cube) in blender, and send back to zbrush, zbrush don’t update the subtool but append it to a new scene/ztool.Again, not everytime, but is very frequently.

Attachments

blender gob.jpeg