ZBrushCentral

Keyshot Question

I tried the splitting into subtools to take over-that works fine, but then in keyshot I don’t understand how to get my maps to line up-tried everything-fiddling with them etc.

In Joseph Drust’s video he explained how to take your model with uv coordinates over to keyshot, that was fine when my model was all one thing- not split.

I tried then, to split into subtools and take over, so I can add materials to different parts-that worked fine, but the maps obviously didn’t fit my model and I can’t get them to align.

so close…but no cigar.:frowning:

Thanks for all your input too Mealy, glad to know I’m not the only one having trouble…not that I am glad you are having trouble.:slight_smile: :):lol:

Oh crap, this being in two threads I forgot that you were using UV’s
Sorry about that…
There has to be a way of doing this stuff, its sort of the fundamental use of a rendering engine you know?

I am a complete newbie to rendering and thought I’d take full advantage of the keyshot, as it looked straight forward in the videos.:slight_smile:

I’m hoping there will be some sort of solution, always good fun learning a new skill, just frustrating when you have tried everything, pressed every button and still no joy.:slight_smile:

It is pretty straight forward, mostly, but you jumped right into the deep end I think, as I did and we might have hit a limitation or two.
Im going to figure it out, even if it mean trying on the KeyShot forum where I never have any clue what they are talking about.
So, if its possible, we will figure this out!

Yeah, we sure will.:smiley:
We shall not be beaten by this.:slight_smile:

Sorry for the delay in replying. It’s a bank holiday weekend and well you know what that means. Partying and drinking.

Anyway, I forgot to tell you to ensure in ZBrush Render settings to untick Auto-Merge, and Tick Groups By Materials. This will allow you to drag and drop materials to groups in Keyshot.

Also I just realized in an earlier post I said to apply different colours to the polygroups. I should have said to apply different MATERIALS, not colours. Very sorry for any confusion.

Here is a screengrab of the process.

KS.jpg

1 Like

I hope that helps. You can still add colours to the polygroups for better visibility if you want to, but it’s the Materials you really need to apply so Keyshot can recognize your groups.

@Dillster:
This only puts materials on polygroups, which if you have as many as I do is not all that workable. But in MartianGirl’s case the needs to have materials go by UV, and UV’s in KeyShot are a bit dicy, they dont conform to materials in ZBrush.
What I have found is that I can PolyPaint Materials in ZBrush, and use FromPolyPaint in the PolyGroups pallet with varying results, but you loose all the original polygroups, the new polygroups are jagged as hell, and the edges between… Wait… um…

—Mid sentence edit:
I have a theory!
In UVMaster you can make UV islands for each PolyGroup by turning on (of all things) PolyGroups!
I have 1945 polygroups… expect issues…

You can unwrap with polygroups too, then apply materials to the polygroups. As for Keyshot and UVs, I don’t have any problems. Sometimes it selects box mapping, so all I have to do is change the setting to UV coordinates.

Hey Dillster,
Thank you so much for replying and no worries, hope you had a great Bank Holiday-I totally get it.:slight_smile: I have only just seen this reply so I shall try it out immediately.:slight_smile: :slight_smile:

Thanks again for all the info and images.:slight_smile:

I shall let you know if it works for me.:slight_smile: :slight_smile:
Felling thankful and hopeful.:slight_smile:
:D:D:D:D:D:D:D:D:D:D

Hi guys,
So, I split my model in Zbrush-applied different materials to subtools [Can’t see a way to apply materials to different polygroups when the model is all one thing] . I then Merged the model back into one piece -making sure I had merge uv on. So far so good, feeling excited.:slight_smile:

Made sure auto Merge was off and group by materials and took into keyshot. Yay, that worked great.

The downside is that the texture map I need to apply is all wrong.:(:confused:

Went back into Zbrush- did Joseph Drust’s technique of exporting a new (holding texture map] over with the model so it recognises the uvs and I can apply my other maps, but now the model is just one thing again and I don’t have the option to apply separate materials.

If only there was a way to save the model with all its separate parts and keep the uvs.:frowning:

Am I doing this spectacularly wrong?

Can’t see a way to apply materials to different polygroups when the model is all one thing.

Mask the polygroup you want to apply material to, then invert mask so that polygroup isn’t masked and all the others are. Then “Fill Object” to add material only to the intended polygroup.

did Joseph Drust’s technique of exporting a new (holding texture map] over with the model so it recognises the uvs and I can apply my other maps, but now the model is just one thing again and I don’t have the option to apply separate materials.

Don’t send the texture from ZBrush with the mesh. Instead (after adding your materials) you can apply the texture in Keyshot by clicking the Texture icon, locating it and dragging it onto the mesh.

My uvs are all on the same texture map when I apply the texture I don’t understand how to get it to cover the model as a whole when it has seperate parts? As it sees all the different parts and my texture map has all the parts in one place-Am I being really dumb here.:slight_smile: Probably.:slight_smile:

I didn’t realise your model was in separate parts, I thought it was just one part with several polygroups. In that case you need to apply the texture map in Keyshot to each part, remembering to check that “UV Co-ordinates” is ticked.

Hey Dillster,
My model is one thing in Zbrush, with lots of polygroups, I applied different materials to polygroups.

I send it over to Keyshot and it sees it as different parts so I can apply different materials. :slight_smile: Brilliant.

My problem now is the texture /normal maps don’t align up.:frowning: I cannot get it to line up at all on all the different parts. The texture map wasn’t made in zbrush. That shouldn’t be an issue as before when I took the model in to KS without fiddling with the groups etc the map saw the model as a whole piece and lined up nicely with the uv coordinates…

After much frustration on the Keyshot forum,I have sent a support ticket to Keyshot in the hope that they can point me to where I am going wrong. As soon as I get an answer, I will post here.

Thanks again Dillster and Mealy for all your help.:sunglasses:small_orange_diamond:sunglasses:;):wink:

Dillster,
I tried to line up the maps using uv coordinates on all the parts, not working for me.:frowning:

Ticket sent to Keyshot support and I will let you know how I get on.

Thanks again for taking the time to help. You are a star.:slight_smile: :slight_smile:

So, it turns out that I needed the newer version of Keyshot.

Thanks for all your help guys.:slight_smile: :slight_smile: :slight_smile: