ZBrushCentral

Greeble Pack for Zbrush 4R7

michalis,

On the Tool properties panel, the last one down, “export”. Grp is checked by default. Uncheck to export as a whole object.
Alternatively, you may assign polygroups as needed and split them by export, or split them in subtools pallet in zbrush.
IMO, splitting an objects as you model the basics is your best option. Before UV unwrapping, before displacing.
You may like to export one object at a time. You may like to merge all in subtool pallet and export as one object, or, you may ask for auto polygroups after merging and export obj (Grp ON)

Glenn,

To seperate your Alien artifact, like having the Dish a seperate piece. Open up your base mesh you exported back into Zbrush, hide everything but your dish and do Split Hidden in your Subtool Pallet. Export each Subtool individually, Your UV’s will still remained intacted so you can still use the maps already created in SP.

mealea,

If I turn OFF Grp in the Export Pallet at the bottom of Tools BEFORE EXPORT then it will be one, rather annoying, object.
If I leave it on, all the polygroups, which is what each subtool now are, will be individual objects (the first option).

Thanks everyone! That’s very helpful, and 'splains it. ;):+1:small_orange_diamond:+1:small_orange_diamond:+1:

If I turn on Physics in with all of my exported objects selected in Blender and hit Play they will plummet
.
You gotta love it, i.e. Blender even if the icons are teensy. :sunglasses:

Glenn,

Here’s another example of the Spin Edges used on a couple different Spheres.
Deleted the Caps off and added couple Split Points to get some interesting Edge flow.

More cool modeling! Would love to see your work flow on Edge Spin. :slight_smile:

More cool modeling! Would love to see your work flow on Edge Spin. :slight_smile:

Maybe this Weekend I’ll get it out for you. After I get Alien Artifact done in the next couple days.

Ah, okay! I was concerned that the separately exported subtools wouldn’t remain in the correct position. I thought maybe they would be centered on the ‘Y’, and would be a pain to realign with the rest of the model.

Tested it out last night in E3D and it worked. It kept the position and scale, but anchored the dish to center of the whole model, so I’ll need a work around, shouldnt be hard.

Looking forward to Part 3, but still lots of work I want to do in SP yet!

Probably work on Part 3 tonight or tomorrow, by Wednesday most likely

michalis @Glenn
Awesomeness !!!

Thanks!

Well, after a couple days piddling around, following Glenn’s excellent tutorial in SP, I sat down to start from scratch, and go through the entire tutorial start to finish, now that I’m familiar with it.

So I get up to Baking Textures, which hasn’t been a problem at all previously, but today it crashes SP when I try to bake. I don’t mean just freezing, but crashing and closing down the program like it was never opened in the first place! And I 'm NOT doing anything any differently then the last couple of days. I have Glenn’s tutorial open on one screen, and SP on the other. Can’t get past texture baking, no way, no how. I’ve tried a half dozen times, and it now crashes every time!

I threw out SP, tracking down all the prefs and caches, etc., - everything but the 30-day license - and re-installed it. Same thing. Crash over and over.

So, I bug reported it with all the info I felt pertinent, but in the meantime I’m dead in the water.

And so it goes. It’s ALWAYS something. Crying doesn’t seem to help, so :lol:.

Morbius Well, after a couple days piddling around, following Glenn’s excellent tutorial in SP, I sat down to start from scratch, and go through the entire tutorial start to finish, now that I’m familiar with it.

So I get up to Baking Textures, which hasn’t been a problem at all previously, but today it crashes SP when I try to bake. I don’t mean just freezing, but crashing and closing down the program like it was never opened in the first place! And I 'm NOT doing anything any differently then the last couple of days. I have Glenn’s tutorial open on one screen, and SP on the other. Can’t get past texture baking, no way, no how. I’ve tried a half dozen times, and it now crashes every time!

I threw out SP, tracking down all the prefs and caches, etc., - everything but the 30-day license - and re-installed it. Same thing. Crash over and over.

So, I bug reported it with all the info I felt pertinent, but in the meantime I’m dead in the water.

And so it goes. It’s ALWAYS something. Crying doesn’t seem to help, so :lol:.

Man I’m Sorry. Not sure whats going on there. I had it crash on me once while I was Baking, but was able to start it up and do it again, and worked just fine. It being the latest add-on to the program, could still be buggy. If you want Zip up the High and Low Geo files you used for baking and put them on a cloud storage like dropbox and send me the link and I’ll do the Baking for you and upload the maps back to you.

If you want Zip up the High and Low Geo files you used for baking and put them on a cloud storage like dropbox and send me the link and I’ll do the Baking for you and upload the maps back to you.

Oh, thanks for the very generous offer, Glenn, but you’ve done enough - above and beyond!

Just seems strange to me that for the last 2 days I’ve been able to do it with no problem, although I noticed that little progress bar doesn’t seem to show progress, and then all the sudden the maps are done!
I’ll stick with it. Think I’ll throw it out again tomorrow, and do another search on the HD and see if I missed some files somewhere. I did notice in the Prefs it generates 2 sets of .plist and .plist.lockfile for SP. Doesn’t make any sense. Anyway, I may have missed some while uninstalling it. I wish every software developer would include an ‘uninstall’ program, so we don’t have to drive ourselves crazy trying to locate every associated file! What a pain.

I just can’t think of any reason it would work fine for 2 days, and then suddenly not - unless I drove the program insane. I’ve been known to do that. :slight_smile:

I’m not giving up! I’ll be back at it once I get this thing ironed out. I’m sure Allegorithmic will be all over the problem very shortly.

In the meantime, I’ll still be hanging in here, and trying some more ZModeler. I’m just really happy I’ve already learned as much as I have - thanks to you!

Oh, thanks for the very generous offer, Glenn, but you’ve done enough - above and beyond!

Thought I’d offer. Just Dont want you to get slowed down by a Bug. Offer still stands if you cant get it to work. Question though, were you able to Bake the Textures before on the same model, if so was there some modifications to the model?

Little off Tangent here, but weve been talking about getting our Awesome Sculpts outta Zbrush to other apps. Has anyone tried the new FBX export Plugin yet, if so whats the Benifits, I know it bundles everything together for you. Curious can you have seperate UV sets per subtools.

Curious can you have seperate UV sets per subtools.

I don’t quite follow. Never used fbx. I mostly use the GoB (GoZ applink for blender)
An example:
Assign a few polygroups on a single (UV unwrapped already) object (subtool). In subtool panel ask to split by polygroups.
All new created subtools still share the same UV position. The only you need is to export the texture and the .obj files.

Question though, were you able to Bake the Textures before on the same model, if so was there some modifications to the model?

Yes, I baked textures on the very same model several times over the last couple days. Didn’t save them since I was just experimenting.

And no, there were no modifications to the model whatsoever. That’s the strange thing. I followed your tutorial EXACTLY, and it worked fine - and then stopped working altogether.

Weird.

Has anyone tried the new FBX export Plugin yet, if so whats the Benifits, I know it bundles everything together for you. Curious can you have seperate UV sets per subtools.

Haven’t tried it, and don’t even know what it is!? :slight_smile:

But in this tutorial by Wes McDermott he mentions that this is an .fbx model, and appears to be one export with the body and arm parts of the model as separate mesh layers - thus my previous question about exporting one model as separate meshes. At least that’s what I was TRYING to ask in my cryptic fashion. :slight_smile:

Edit: It would appear that such an export can do exactly that!

http://docs.pixologic.com/user-guide/zbrush-plugins/fbx-exportimport/

Listed below are the features supported when exporting an FBX file from ZBrush.

  • Export of selected, visible or all SubTools.
  • Embedding/non-embedding of texture, displacement and normal maps.
  • Export of PolyPaint as vertex coloring.
  • Polygroups.
  • Smooth or hard normals.
  • Triangulation of meshes on export.
  • 3D layers exported as Blendshapes.
  • Axis system selection.

But in this tutorial by Wes McDermott he mentions that this is an .fbx model, and appears to be one export with the body and arm parts of the model as separate mesh layers - thus my previous question about exporting one model as separate meshes. At least that’s what I was TRYING to ask in my cryptic fashion. :slight_smile:

Watched the Same Video. I understood what you were asking, Been curious ever since I got SP how to do it in Zbrush to get the seprate UV sets like they do in the Videos, all in one Model, seems like the do it Maya or Max, I’m sure you can do it in Blender, but I dont know how.

michalis

I don’t quite follow.

Basically each Subtool has its own unique UV coordinates, but it all exports has one Mesh. When you Merge subtools it merges all the UV coordinates on Top of each other.

Tried the FBX export a couple different ways, but SP doesnt know I want different maps per object, still considers it just one eventhough I created a unique UV per object. UGH!

Wishlist for Z5
Multi-Tile UV’s, single object export
PBR Material/Render (In Keyshot as well)

On other note I did manage to get my Dish to animate in Element 3D by seperating the base mesh into 2 objects, still holding the original UV.

<iframe width="1280" height="720" src="https://www.youtube.com/embed/ChtXkHqLz_g" frameborder="0" allowfullscreen

DemoTest (0-00-04-00).jpg

Attachments

DemoTest (0-00-04-00).jpg

Nice, Glenn!

Yes, I feel some FBX experimentation is at hand next project! It’s a file type I’ve never even heard of before, but now I understand it.

AND, I’m back up and running with SP again! This morning I once again threw out all the SP files PLUS the license file, and re-installed. Started the Artifact project all over again from scratch, and it baked all the maps perfectly (not to mention considerably faster than originally) and even the progress bar displayed the progress for each map - which it never did before!

I have absolutely no idea why it decided to work this time.

This time I SAVED the SP project file!! Off and running! :slight_smile:

That was a short run!

Now every time I drag and drop a Smart material into the layers, it crashes the same way. Closes down completely.

Same with regular materials too.

Ho-hum……

Morbius That was a short run!

Now every time I drag and drop a Smart material into the layers, it crashes the same way. Closes down completely.

Same with regular materials too.

Ho-hum……

Man, thought you were gonna be okay. What Build are you using? Go to Help>About to see the version and Build of it.

Here’s the Build I’m using
Substance Painter, version 1.3.2
Build 650 - 7d636c69784aabfa943f3f8a2c123e76fced3361

Substance Painter, version 1.3.2
Build 650 - 7d636c69784aabfa943f3f8a2c123e76fced3361

Yep, same as yours. I presume you’re not on a Mac?

I’ve submitted bug reports in both cases.

Morbius,

That was a short run!

Now every time I drag and drop a Smart material into the layers, it crashes the same way. Closes down completely.

Same with regular materials too.
Bummer! :frowning:

When you create a new project in SP, are you using OpenGL or DirectX?

GLenn,
great modeling, greebling, texturing, rendering!

When you create a new project in SP, are you using OpenGL or DirectX?

Hiya, megacal! :slight_smile:

OpenGL. Just following along in Glenn’s tutorial to the letter - as best this ol’ man can figger!

I think this old MacPro1,1 (2007) is on it’s last legs. I can still run Modo (for now) and ZBrush (for now), but I’m stuck with OS 10.7.5. My hardware won’t support a higher OS.
And I don’t see a ‘new’ Mac Pro anywhere in the near future. I’d love to have one, but Apple has pretty much priced me out of the game. Maybe I’ll start looking for a ‘newer’ MacPro! Won’t be much longer, and 10.7.5. won’t be supported by software developers any more. :frowning:

That day is coming, and I know it.

Hey Morbius,

OpenGL. Just following along in Glenn’s tutorial to the letter - as best this ol’ man can figger!

Maybe try DirectX? Might be a long shot, but couldn’t hurt.

…I don’t see a ‘new’ Mac Pro anywhere in the near future. I’d love to have one, but Apple has pretty much priced me out of the game. Maybe I’ll start looking for a ‘newer’ MacPro! Won’t be much longer, and 10.7.5. won’t be supported by software developers any more. :frowning:

That day is coming, and I know it.

Have you ever considered (dare I say it? cough, cough) a PC?

I used MACs in my classes on Flash, and they are very nice.
But PC’s aren’t exactly chopped liver…and very easy to work on and/or build.
Just sayin’. :wink: