ZBrushCentral

*** Introducing GoZ - PART 2

How to use it and where to find it into the application ?

Is this the full swing or only for Maya… Modo included?

I have been sitting back waiting and not doing much in ZBrush, as I like the art side of 3D and not the rocket science… I think many others have done the same, so sometimes its bad to make announcement that are going to take months…

None the Less, 3.5R3 is great… Thanks a mil…

Ziggy

So actually the only real use at present is to export your zbrush models for use later in zbrush? basically so you can re edit in zbrush? Aint that what saving tools does anyway

Pretty disappointing that I still can’t use goz between c4d and zbrush…
So WHEN will stuff like c4d get the UI and export functions?

Come on guys after 7 months waiting a straight answer would be nice, having half of gozbrush working aint really a help, hardly what we are waiting for… you guys know we want that sped up workflow!

when is it going to be fully functional? r3.5 via update? v4? do I have to wait another 3 months for another update without a functioning gozbrush?

But I can’t find it in R3? Unless you mean it works with R3 but has yet to be released?

I’ve noticed a few GoZ files in the ExportTamplates folder, but I reckon they are not going to do much at the moment?

Either way, it all sounds great, and when GoZ is released, my work can commence!

Many, many thanks for this clarification, appreciate it.
Maya Kids thank you

asaxon, don’t know if this is what you mean but…
After reading support’s post
Imported a poser head into zbrush cranked it up to 2 million poly.
Added some detail, lowered resolution and created a displacement
map. Exported from Zbrush as a maya (ma) file.
Opened it in Maya 2009 ( get message was made for lower version)
detail and displacement map there…presto( texture too)
As any Maya user will tell you getting displacement maps into Maya
from Zbrush in one step ain’t bad.
In export, goz is mentioned,can’t wait to see what that does…

Bicc, ah ok. I was referring more to the preview GoZ videos they put out a while back. I thought there was button somewhere that I missed. Hopefully it will be here soon, as I use Cinema 4D and Maxwell renderer.

howdy,

so was excited to find that the bare bones of what i needed was there and tried it out on a trivial object.

  1. the export to .ma works beautifully. if you export the base cage, the base cage shows up beautifully in maya. if you export the hires, the hires looks as it does in zb. great.

  2. but the .ma import FROM MAYA with the preservation of higher level sculpt detail does NOT work.


  • i DO get a prompt that tells me that the topology has changed and asks if i would like to preserve or obliterate the higher level details.

  • whether you click preserve or obliterate, the detail is gone. if you had more than one subdiv level, they’re all gone at this point.

  • any edits done in maya (like extrudes and such) do not show up unless you delete history in maya first.

jin

Hello Jin

If you are adding edge loops or extrusions in Maya try exporting it as an obj and then importing it on top of the same tool that has subdivision levels. You will be asked,

The Topology of the mesh has changed.

Press Yes to transfer high-resolution details to the modified mesh.

Press No to delete high resolution details.

You want to press Yes. Then the new mesh will have the sculpt of the mesh without the changes projected into the new mesh. Let me know if this helps.

Paul

hey paul,

thanks but that doesn’t work for me either. neither .ma or .obj. but for .ma you do have to delete history to get any kind of difference in zb.

again, it DOES ask if i want to keep the detail but when i select yes, i get the modified topology model but all subd levels are gone inside of zb.

is this actually working for you?

jin

ohhhhhh…

it only works on the HIGHEST SUBD LEVEL?

so it does work but if in zb, i had 3 subd levels, i can’t export the BASE CAGE (level 1) into maya, change the topology, bring it back into zb with the changed topology and get the detail in subd levels 2 and 3 back…

hmmm… not as useful then… didn’t the video example with tree head have examples of sending arbitrary levels back and forth and preserving detail in the higher subd levels?

thanks.

jin

oh and re-watched the video of tree head man.

everything around the part where the artist starts adding bump detail and makes the hole in the tree head? that does not seem currently possible.

in the video, the maya mesh has the high frequency sculpt detail on the base cage but there doesn’t currently seem to be a way to replicate that workflow.

is there?

jin

jinchoung: It is working just fine. You export the low res, modify the low res, import back the low res and ZBrush will auto-subdivide and project your sculpted details.

What you are getting may be due to too small scan distance value. You need to increase the scan distance (try max dist for a test).
Here is how…
1. If you mesh has only one sub tool, temporarily append another.
2. Now you have the “Project All:Dist” enabled, set it to Max
3. Hide or delete the temporary tool.
4. Test it.

If you still can’t get this work, I’ll post a more detailed step-by-step.

woo hoo,

thank you support! that was it. so when i bring a maya topology-changed mesh back into zb, i do indeed get the topology change and also the detail that i had on higher subd levels when i set the projection to max.

but one thing i’m still not getting is seeing the higher detail levels in maya via a bump or displacement or something… (tree head man had some of this going on, they were still editing the base cage in maya but you could see the high res detail as bump(?). is there a specific of way of replicating that?

thanks much!

jin

I believe you have to create any maps in zbrush that you want to transfer to maya first. So do any sculpting/polypainting that you want sent to maya and then generate the maps like normal map/displacement/texture/etc and now export the the file to maya. I believe it should now appear in maya with those maps already set up.

that’s what i would have thought too but if you check out the tree head man video, it seems like it’s just somehow part of the process… so i’m wondering if maybe it is and i’m just missing something.

jin

It could be that the full version of goz will do it all for you, but it could have possibly been done previously for the video and they just left the creation of the maps out simply to show more of its overall uses.

Yes if you have any of the maps in the previews and then export the .ma file when you open that in Maya the scene will automatically have the shading network created with the maps assigned.

Paul

I tried this and ran into problems. Any idea why?
goZUpdateProb.jpg

Simple.
You chose to export you’re mesh at level 2, when you are supposed to export it from level 1.

If you want to do an export at level 2. De-Subdivide down to level 2, and press the “Delete lower subdivision” button. Then export/import.:wink:
Also take note that if you are doing a GoZ like operation of export and import from ZBrush>3ds Max>Zbrush. The only problem that stands in all ways is that it does not preserve you’re polygroups upon re-import into Zbrush.