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how to define polygroup from a texture?

Hello

As a 3dsMax user I have a problem to save polygroup from set of polygons.

The only way is to place each group of uv il a differents UV space, wich is timle consuming
.Fortunately since 3dsMax 8 we can export a bitmap of the UVs with an alpha channel

Is it possible to define each white area of the bitmap to a polygroup?

To have something like this (I did it in Maya, selecting each shell of UV and creating a set)

thanks

Attachments

alpha2poly.jpg

groups.jpg

Yes, you could use the white map to apply as a mask, hide the unmasked parts and assign a polygrouping to the visible geometry. You would of course have to create multiple white maps, one for each polygroup, with white being the area you want to polygroup.

But I am sure there is an easier way.

Maya exports Selection Sets as .obj Groups, Zbrush sees these as PolyGroups. Modo also uses Selection Sets, Lightwave uses Parts, 3DSMax uses…?

You might want to try a different Group By value in the 3DSMax .obj exporter options. Perhaps you can create .obj groups from the materials assigned in 3DSmax, or something similar?

well I tried a lot of thing in Max for a year… and i end up tweaking this in Maya :lol:

Thanks for your answer TVeyes