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post detailing import/export problems!!!

has anyone had any luck importing a model into ZB, detailing it, then exporting it back out and ONLY translating vertices around ( so there should be the same number of verts in the same order ) and then trying to import it back into ZB at subdiv level 1 of their tool? ok, maybe that was a bit confusing :slight_smile: here’s what i’m doing:

  1. base model character in MAX with some pretty low poly ears and export to obj
  2. import obj into ZB and detail the ears then re-export out to obj.
  3. re-import obj into MAX and then grab some vertices and move them and re-export to obj
  4. re-import the obj into ZB at subdiv level 1 of my ZB tool

the result i’m getting after step 4 is pretty crazy looking:
subdiv level 1 after translation of verts:
after_translation_subdiv1.jpg

to get my head model imported into ZB so she was facing me i had to set the import features to flip z and swap yz. i did the same with the export options so that when i re-import the obj into MAX from ZB the orientation is the same, but that didn’t seem to help. anyone have ANY ideas on how to get this problem solved? thanks!

Attachments

after_translation.jpg

max_axis_system.jpg

It actually looks like the edges are no longer welded when you bring it back into ZBrush the second time. Whether it’s happening when you import the model into Max or back out the second time, though, I have no idea.

hmmm. i don’t think that’s it. i went into MAX with the model exported from ZB and grabbed a single vertex and pulled it…it brought all the connected edges with it. i tried to do the same thing in ZB by setting the ZSize to 1 and using the move tool. again, all the connected edges came with the vertex ( but i don’t know if ZB will grab multiple coincident vertices even with ZSize=1 due to it’s “region” selection type cursor ).

i also was wondering if it was my model for some reason…so i created a simpler test object:

  1. created a simple cube
  2. moved 2 verts so i could get a sense of orientation on the cube
  3. exported from max
  4. imported to ZB
  5. subdivided 6 times and sculpted some random detail
  6. went back down to subdiv level 1 and exported the obj
  7. reimported the obj from step 6 into max
  8. grabbed 2 other verts on cube and moved them
  9. exported new obj
  10. reimported obj from step 9 at subdiv level 1 of my tool
  11. put subdiv level back up to 6
  12. same results…segmented/faceted surface

just as a sanity check, i also went ahead and loaded up all the objs created through that process and made sure

  1. none of the edges got “unwelded”
  2. all of the verts were still numbered the same

so i’m at a loss. aurick ( or anyone else out there ), have you tried this scenario? it just took me a second or two to do the cube test i’ve outlined above. anyway, thanks for the reply! :slight_smile:

Try importing the new version of the model into ZBrush on its own (not into level 1 of the original). Then press Tool>Geometry>Divide. If the polygons pull away from each other, then the edges are not welded.

ok, i tried what you suggested aurick. if i import the obj and then subdivide it (instead of importing at subdiv level 1 ), it subdivides just fine. no segmenting or faces pulling away from each other. does that give you any clues as to what i’m doing wrong? thanks!

hmmmm…ok, the only thing i can think of at this point is that when i finished the model in MAX, i forgot to check for ngons. there were a small handfull of tris in the model i exported and detailed in Z. any chance that’s what’s messing this all up? erm…nvm, that’s probably not it either, or i wouldn’t have gotten the results i did with the box test…sorry, just thinking out loud here :slight_smile:

… you are lucky :wink: , my obj files in max 7 are on facetes - how the hell you import such a smooth mesh from Zbrush to Max ?

…

Attachments

11.jpg

ok, i figured out a way to fix the faces pulling away from each other, but i’m not sure if it makes sense to me. all i did was make sure in max that i have the pivot point centered to the object and then i send the object to ( 0, 0, 0 ) in world space before export and poof! it works. aurick, does that make any sense to you??

popoff, i’m not sure if i understand your question correctly, but from looking at your thumbnail, it just looks like you don’t have enough mesh resolution in your base mesh at the spots that are facetting. if you subdivide a few more times, those areas will smooth out…a more economical solution though, would probably be to add more resolution in your base mesh in max at the front of the skull and then export. hope that helped!

oh yeah, i should also mention that i have to have the model centered at ( 0, 0, 0 ) before i ever export it from max or it won’t work. so the detailing i did on my character is all trash now. no big deal, it only took me like an hour or so, but just thought i’d add that bit of info in case it helped make sense of this. maybe this should have been obvious, but for some reason, having a centered pivot point and my object at origin never crossed my mind before :slight_smile: thanks!

… deepthanx , i`ll put my models on ( 0,0,0 ) in max :wink: …
you are a lot of steps ahead than me in Zbrush , from guys like you can teach a lot of things , its nice that you are max user to :slight_smile: . I work with AutoCAD and Rhinoceros mainly ( + max of course ) .

:ex: :ex: :ex: deepthanx once again ! :ex: :ex: :ex: