ZBrushCentral

Importing into Zbrush from Maya

I have a character I am trying to import into Zbrush and I have the files as a .obj but I am having a problem. I split my character into two pieces. The face and then the body. But after I got it all in Zbrush with appending and all I am having a problem that when I smooth the both they get a huge gap between the pieces and then when I try to actually model I can only model on one or the other. Can someone help me with this please? Should I import as one object and then make polygroups? If so can someone quickly run me through how to do that or tell me of a good tutorial?

thanks

That would be the first recommendation, so your mesh stays seamless.

Alternatively, you can “crease” the edges (protect from smoothing) the edges of independent meshes. This is a stop gap and not recommended.

If you already have some partially sculpted work in play and want to save it you have a few options.


  1. You can import you single mesh piece and project your sculpting onto it with Project All (Subtools Tab of the Tool pallet),
  2. you can use “Remesh All” to turn your sculpture into a single unified mesh (you’ll loose your topology doing this in favor of a Unified mesh topology), or
  3. you can use retopo tools with your level 1 mesh as a starting point and join up the places around the face where the points are broken apart.
(Personally, I’d use option if I want to save sculptural details. Otherwise and I would just start over with a single, unsplit mesh.)

-K