Hi all, this doesn’t solve the issue but since the topic fits aswell, hope you don’t mind adding another bug the list.
I am using 3DS Max 2011 64bit and Zbrush 4. The GoZ option would be really useful it actually worked. Exporting from ZBrush to Max seems to be alright, however the reverse process of exporting base mesh from 3DS Max out to Zbrush fails misserably on all possible levels.
For example I have clean meshes in the form of Edit Poly in number closing to 100 000 polys. Now, when I would do the work of exporting from 3DS Max and importing all the objects individually, one by one it would work. However with GoZ the errors start at various levels. GoZ seems to ignore groups so when it exports something it does it per object. Which could be good probably but sometimes I think its not always desired to work with literally each strand of hair. Objects are recognized by ZBrush as a “group” if they have been exported together. When exported with GoZ, each object counts as an individual subtool. Also, probably it is meant to be this way but during the export, instead of assigning by random subtool slots, it has to start counting from 1 upward for each object available. So when we speak of 200 objects, the import got increasingly longer with each additional subtool added.
But of course, I could understand that it might be either my hardware limits or ZBrush not being constructed to handle that many objects at once in the viewport. However even when I exported only 20 objects making a total of about 30 000 polys, they didnt export together at all. Some of the objects were mirrored copies of one object and these weirdly enough didn’t export, just the original object. If it was intentional that the export is mesh selective and leaves out of export similar meshes then that is fine. In my case it exports all the mesh aside of clones. I tried to rename or even shift some vertices thinking it could solve the issue but without any luck. Exporting some of the “unexported” objects yields normal export or the mesh inside ZBrush has flipped normals inwards.
So a shorter version of my issue
Software : 3DS Max and Zbrush 4 GoZ
Issue : Increasing loading times on Export from 3DSMax to Zbrush upon looping subtool list for assigning each object as subtool after the previous one.
Issue 2 : Some objects do not export and some appear with flipped normals.
If anyone has any idea what it could be caused by or a solution for these errors I would be most happy to hear them. Thanks
On a note, before posting this I was looking through other posts around here and read that because someone forgot to apply a UV map to the objects it didnt work correctly. I remedied that by trying to export it both after an UVW Map and secondly with an Unwrap UVW. Neither this has helped and actually after the objects have been assigned a UVW map, it got worse. Less objects appeared and I got these two error messages.
Any idea why 3DSMax to Zbrush through GoZ doesn’t load up all selected objects into the Zbrush subtool menu?