What you could try Tegmo is to do a complete reinstallation of Zbrush, clean out any other old plugins and extras you have installed, do a clean reinstallation and install the plugin again. This could fix any issues you have with this plugin. Make sure you backup any files you wanna keep before you uninstall Zbrush to avoid future headaches.
Be sure to deactivate ZBrush (using the Web Deactivation button found in the Zplugin palette) before reinstalling. Make sure to delete the whole ZBrush folder after uninstalling. And make sure you’re using 3.5R3.
Just installed, reinstalled, added plugin, and same thing… just hangs with the little black pointer with the “z” in it, then i click the screen, zbrush comes up, but no plugin… once i remove the plugin, everything launches without a hitch.
Is there any type of report that shows why this plugin hangs the program that I can post? I am using R3 by the way.
Dear Pixologic Team,
I have to say this is WAY better then i dreamed,
I just used in a new project i started and like magic
i have wonderfull UV’s in my model,
It’s to good to be true,
Unbelievable i’m speachless
You are the best
Cheers
Fernano Kuhlmann
Aurick, this doesn’t apply to GoZ OSX. UV’s from ZB to Maya via GoZ are only polys. They have to be merged in Maya everytime. Whether merged in Maya or exported “Mrg” on in ZB. There’s a malfunction.
So when I make the UV and export the model, I have an OBJ and MTL file. I can import the OBJ into 3Ds Max but I dont know what to do with the MTL, can anyone help?
Also Im not sure if by doing it this way I can export a low poly model from Zbrush and using the UVmaster bring in maps to 3Ds max to make it hi poly. The whole thing im trying to do here is sculpt in hi poly, but have low poly for max so I can animate it but also when its rendered it can look like my zbrush sculpt.
i think you have to sculpt it in ZBrush, generated it into a normal/displacement/bump map of your uv map you did on your model, export the maps, then import the .obj model back into 3ds Max and add the normal/displacement/bump map to the material editor on 3ds max, i think you need to turn on meshsmooth or turbosmooth, try the meshsmooth 1st.
the .mtl, i don’t know about that one, i tried somehow it gives me a error, i think. just ignore that one.
i don’t know about uv map generated with uv master, but i think it might work too, probably like the process where you already generated one in 3ds max before uv master was out.
LOVING UV master, but when painting density areas with the x4, it does NOT change the UV created at all. It DOES work with the /4 though, shrinking the UV. So I’ve never been able to increase the size of UV space for the face of a character. Anybody else had this problem? I’m on OSX. Thanks!
Can anybody guide me to a good tutorial on all the different maps that can be generated in ZB, I have been modeling and messing around for to long in ZB and now that UV master is out its time to get serious… if possible a tutorial showing the pipeline to ZB and Modo…
Ziggy
PS. I have never used UV’s before therefore from basics to advance with what each map does. How many are there by the way?
V-Rex_Freak is correct. You have to generate your high poly sculpts in zbrush before you can export your low res and project the maps within max.
Also the .mtl is native to .obj, anytime you export an .obj there is also a .mtl file. This saves basic material information if t here is any baked in the model.
Hy Sigmund, i’ve posted this tutorial, in the tutorial section,
It’s a Full making of a bust including Generating and exporting the maps,
Normal, Diffuse (from polypainting), cavity and Displacement, all baked in ZBrush3.5R3
To use in Modo you just need to export the maps correctly, Flip all of them Verticaly for example and not apply the smooth in the normal for another example,
You can see it all in the tuto,
In Modo, just import the OBJ (UVmapped) and apply the maps as you wish,
The tuto is only about ZBrush,
Hope it helps you
You just need to download this for free here in the thread link bellow:
I’m glad I didn’t drop $300 on this one program that creates UV maps. This looks SO much more effective, anyway. Pixologic, you ROCK. I’m a loyal user.