ZBrushCentral

Hd Geometry - compatibility and export

Hi - I am trying to get the most out of my machine and it seems that hd sculpting may allow that, but before i go crazy i need some info. i intend to output my sculpts via 3d printing. I did a quick export test of hd geometry and it seemed that the obj was equivelent to a standard obj.

My comp keeps compacting memory, and i wanted to see if it was safe to delete my top standard subd level and finish the sculpt in hd for 3d printed output.

Gently Giant has not answered two emails and one phone call on this question. Kind of dissapointing as i intended to use them for services.

Thank you!

At this point, there is no way to export HD geometry in any way. They announced that there will be an update after 3.0 that would allow you to do this, but it did not appear in 3.1.

Thanks for the reply. The test i did today contradicts this.
I started with a simple cube divided it once in standard mode.
Then divided 5 times in hd mode.
After entering ‘Sculpt HD’ - i then exported the obj, while in this mode.
I opened the obj in Maya and it had all the detail on it.

Please confirm.
also confirm that hd layers are possible.

Yes, you can export HD Geometry like that but it will only export the whole model if you can sculpt the whole model in HD - in other words, if your system will support that number of polys. Once you can only sculpt part of your model in HD only that part will be exported. (The same is true for cloning, which has the effect of cloning part of the model and dismissing the HD levels while preserving the detail.)

I don’t think that Layers will work for HD Geometry.

Thank you. I guess my test wasn’t valid :lol:

Any word on an update for this?
‘compacting memory’ is killin me.

No, I don’t know how things are going on HD geometry.

Don’t forget that you can split your model into subtools which can then each be divided up to the level your system can handle.

Wow, my HD knowledge is still at 3.0 level

Thanks for the update.

Btw, marcus, I suppose it means that the HD export will only export the parts that you have at least once sculpted in HD, right? Or, how does the “catch” work? Can you give an example?

Thanks

When you sculpt in HD, only part of the mesh is shown depending on what your system can handle. If you export while in HD sculpting mode what you see is what’s exported. That’s all there is to it.

Basically what is happening is that when you sculpt in HD ZBrush treats the visible bit as a separate model. If you check the Current Tool thumbnail you’ll see that there’s no HD Geometry while you’re in HD Geometry sculpting mode. So if you export or clone while in HD sculpting mode you get just that bit.

In theory you could divide your model into groups, sculpt each in HD and create displacement maps. But there’s no advantage because if you are going to go to that trouble you could use subtools and not bother with HD at all.

Ah, yes. I think I got it. Thanks for the info.

Hi.
I am currently working with 15km asteroid and noticed that HD gemetry does not contribute to generated maps only recently. :frowning:

To export detailed spot sculpted in HD mode via maps, I ended up with folowing scheme.

When whole object is ready

  1. split geometry to groups (I used groups of UVs prepared in Lightwave in this case )
  2. Switch on HD spot needed to export group and check that all visible geometry fits in SculptHD area :ex: ,
  3. Export group as .obj in HD mode and one at lowest subdivision level.
  4. Open lowest mesh as tool,
  5. Subdivide to highest level of your previous whole object plus HD subdivisions but not in hd mode,
  6. Import .obj exported in sculptHD mode.

This way is possible to export detail through separate texture of detailed spot to superpose via different uv maps in other 3d software or maybe superpose over whloe object’s texture in software like photoshop for use with same uv map.

Color information can not be exported via .obj and UVs not appear in SculptHD ergo there is difficulties with HD color info export. Or may be possible to make UVs in sculptHD mode, I have no such expirience.