Mr. Banana,
I could be way off on this so please forgive me if I am but if you load a tool into ZB (anything … doesn’t matter what) then in the Geometry panel turn OFF SMT then load that particular model I think you’ll get the hard edges you are looking for (again… I could be way off on this).
Good luck.
(by the way … I don’t have 3DMax so I’m not sure if it’s just a Max issue)
The OSX GoZ Photoshop plugin is only accesible for me when I FORCE OSX PS CS5 extended to boot into 32-bit mode. I natively work in PS 64bit mode, why the missing OSX PS 64bit support?
Nah,that’s not the case. It’s not the edge hardness I’m after, it’s the whole thing. Just look at it - it’s a complete mess. Edges are flying right in the head,holes on the added geometry etc etc. I understand that this added stuff is gonna be smoothed on the highest level, that’s just how subdivision works, I just don’t understand why I’m getting these results. In the GoZ intro video, a whole tree was made out of a head model with no problem what so ever. In my case, if I extrude even one poly, it’s pretty much guaranteed that I’m gonna get some weird stuff.
ZBrush<->Max transition has probably been the most important thing for me for a couple of years now. Was so looking forward to GoZ but it just doesn’t work here
No 64 bit photoshop on a mac here, either. Makes this new (and potentially useful) feature much less useful (read: it won’t get used).
The plugin wont load in 64bit more on OSX, but will in 32bit mode. Am I missing something, or does GoZ not support 64bit Photoshop on OSX?
P.S. please add Blender 2.57+ support soon
Im having the same problem here, (new instance maya)
GoZ works good, but open a new instance
I try reintall in pref no errors
In my other computer I dont have this issue
I try run as admin with no luck
Im not sure what files need to have permission as mention above
When I try to load the script, I have this return:
Runtime error: getItem: Index argument out of range
I read carefully the instructions, but I can’t make it work…
Someone, help me please.
Thank you!
needs more user friendly installation.
I reselected 501 in the preferences and it changed behaviour now, it sends from Modo 501 to Zbrush but not viceversa, when in Zbrush I click the GoZ button and it doesn’t do anything at all.
Re-trashed the Pixologic folder in Users/Public, re-followed the instructions and…it works now. Brilliant.
Thanks guys.
Been doing exact steps as in video tutorial GoZ->3DSMax, but imported model comes without diffuse, displacement or normal maps in 3ds Max 2012.
Installation is simple though )
Please advise )
I’ll start to reply soon to some of your issues, but please, when you have an issue, specify your OS, version nomber of the software, if you tried to do a manual install, etc.
I am using Maya 2012 X64 and Windows 7 x64
Zbrush 4 with 3ds Max 2012.
OS: Windows 7 Professional 64bit.
UPD: Re-Installed Zbrush and it worked out perfectly )
For those of you who don’t need a New Photoshop Support Update for GoZ - Do Not Update GoZ. Enjoy the ZAppLink >: )
[color=Sienna]UPD2: Alas sometimes, especially with my old models from Zbrush 3, GoZ just won’t assign maps. Exports mesh to 3ds Max successfully but without attached maps.
I am running GoZ for Maya and up until this morning everything was working fine. No when I send my mesh to maya it will open up maya as usual, allowing me to edit then send back. Once I have returned to Zbrush it no longer exports. When I click the goZ button it thinks for a moment and gives positive message but it doesn’t switch to maya, nor update the mesh. If I close maya after each use it will work, but this is a tedious way to work as it means I can’t use a consistent maya scene file.
GoZ for photoshop however works fine from the same project.
It happens with me too den i uninstall it completely den again reinstall it and resolve this problem but in my case the problem was every time i press goZ it opens a new instance of maya and keeps continue…
Try this: Preferences - Import/Export - Import PolyGroups
I have photoshop CS 5 64 bit. i exactly followed the installation instruction but when i wanted to update the photoshop path in zbrush it gave me an error it couldn’t update it because the photoshop folder has not given permission to do so (though i’m admin)!
Just a reminder: when installing the new GoZ update, trash the content of the Shared/pixologic folder and copy inside the folder from the GoZ zip file. Don’t forget also to copy the other files in the ZBrush folder.
Then on the first usage, GoZ will relaunch the installation process. For each application install, ZBrush will ask you for administrative permissions. If not, something is wrong… (UAC disable? ZBrush is running as an administrator (and shouldn’t), etc.)
Eventually, in Maya and Cinema 4D, remove the existing GoZ shelf/buttons and scripts.
For Maya, if you run multiple instances (then going back in Zbrush isn’t possible), it’s because of an installation issue: the script is missing because it’s not loading in Maya, or you have several userSetup.mel scripts and GoZ script path isn’t in the good one, etc. Another issue is because the startup script of Maya is stopped because of another script missing, and then, GoZ isn’t loaded. 99.99% of the multiple instance or GoZ missing or not being able to send the model back in Zbrush are related to installation and/or, permission issues.
Cerumen: We have to check, but this issue has never been reported. We will check that. But are you launching 3DSMax in a different way that the usual one?
Knedlo: you didn’t reply, do you have the axis which flip with all the models or only a specific model?
satbirarora: check the GoZ_Manual_Install.pdf: you have to copy this line to -al-l your existing userSetup.mel:
eval(“source \“C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel\””);
Check also that your files are in the good location (and see my note above :))
harbottle: no, sorry, it’s not working…
ArthurRamazanov: I invite you checking the Photoshop documentation about how using its 3D features
mr.BananaS: it’s just a projection setting to change. Before going back to ZBrush, go in the Tool >> SubTool submenu, then change the Dist slider (on the right of the project All big button) from 1 to 0.1 and try again. Perhaps you will have to decrease again this value.
kvmorgan/uaun: GoZ for Photoshop is only in 64 bits on Windows, not yet on Mac OSX. You may need to change the way Photoshop is running by checking the information on the Application (Command+I with the Adobe Photoshop.app selected, then check the Open in 32 bits mode)
3digit: check the comments above. For the permissions, Zbrush must have the read/write permissions on your mel script to write inside the line to load the script. Also, the shared/pixologic folder and subfolder must have the full permissions to read/write/execute. (Anyone groups with read/write/execute)
Julio César: where do you have this error message? (I guess a permission issue… as usual)
seriks: yes, we know, but most of the time, the GoZ installation is without issues (copy some folders and files the run click the GoZ button). You are very few to have these problems.
maxinkuk: glad you solve it, but as I mentioned above, most of the problems are installation issues and/or permissions one
TeckZ: in the viewport or in the material editor? open the material editor, use the material picker and click on your model: you should have your material and maps in the material node editor.
escapizm: everything worked fine this morning, in both direction and suddently, it stopped working?? What is the “positive message” that ZBrush is telling you?
SuperHer0: you tried first a manual install or let ZBrush doing the installation by itself? The best is always letting ZBrush trying to do the job and giving it the authorization when needed.
Totyo, as i told earlier, i’ve done exactly as video suggests )
After picking on the imported mesh, in the Material Editor there is one, but without any attached maps )
Weird, i have done everything precisely similar to every meshes i have, but not every mesh shows up with maps on it in 3ds max.
Can’t find the clue (