Ok, starting with the nice part: yes, I love ZB3.1. In so many ways, it totally rules and I’m very happy, except…
…there still seems to be an issue with an obj that has been imported and altered in Zbrush becoming offset by a miniscule amount upon export. Now, if you’re working at the larger scales of apps such as is normal in Max and Maya, this tiny amount may not be a noticeable problem, however our studio turns out volumes upon volumes of Poser content in which this offset issue is a HUGE problem. Granted, there are workarounds, but a straightforward fix for this would be nice. Specifically what’s happening is this:
We do all our modeling/uv dev inside Maya, albeit at “poser” scale. We have typically done the majority of our morph targets using Zbrush 2.5 and recently upgraded to 3 then 3.1 where this issue came about. Once a mesh is completed, we’ll export, for instance, the head, import into Zbrush and sculpt out the morph. That is then exported and imported into Maya where it is applied to the original as a blendshape so that we may check it before proceeding to Poser. Once the sculpt has been imported to Maya, however, we can see a very slight but visible offset on the Y axis. Now, I know there are a number of workarounds for this, which we put to use currently, however I’m wondering if we need to be resigned to a workflow of these workarounds and just remain prepared for this issue with every piece we develope, or is there something in the works to fix it, or even the possibility that we could just be missing some little option somewhere in the import/export from Zbrush.
I know problems similar to this have been posted elsewhere but after reading and reading through the forums here, I admit to experiencing a bit of “forum fatigue” in searching for a straight “yes or no”/“do this or do that” answer.
Thanks in advance for any assistance!
Les