ZBrushCentral

Question about an import from poser

I normally export out of poser as seperate pieces, and then join them in ZBrush.

But that’s a preference of mine. :wink:

How can we import a figure with the dress, the shoes, and the hair ?
If we import them as one object, how can we handle the textures ?
Or, should we import them as separate objects, and put them together in ZBrush ?

Thank you.
HimiCo :slight_smile: :slight_smile: :slight_smile:

If you plan to use existing textures wrapped onto the Poser figures, then you absolutely need to only export from Poser parts that share the same map. If you have a figure that uses two separate maps, then ZBrush will apply the texture twice – once for each part of the model.

For example, if you export Victoria with a dress and hair from Poser as one piece, then apply a Victoria head texture you will get the head textured correctly. But you’ll also get the head texture wrapped onto the body, the dress, and the hair. Which probably isn’t what you’re after unless you’re a Picasso wanabe. :slight_smile:

I actually find that it’s easiest to work with figures in ZBrush when I export lots and lots of pieces. Michael’s Changing Fantasy Suit, for example: I export each bracelet and other part separately so that I can more easily place them onto the character in ZBrush. I’ve learned the hard way that it’s VERY difficult to get the whole suit to fit over Michael correctly as one piece. Also, it’s easier to use lots of materials when things are broken up, which then really lets the ZBrush rendering engine work its magic.

Thank you very much for your instructions.
It was very helpful.

HimiCo
:slight_smile: :slight_smile: :slight_smile:

I understand about importing to Zbrush in separate parts from Poser. The problem I have is getting them to line up in Zbrush. For instance, I never can get Victoria’s head to match, as far as size and rotation, to her body. I have used the “info” tool to try to match size and rotation without much success. Any ideas?

-Ben :confused:

Try and read this thread in which Aurick explains a trick to keep the size/position of imported objects. Hope that does it for you.

Excellent! I had looked through a lot of posts but didn’t see that thread. Thanks very much.

-Ben :+1:

if you see my thread " Xfrog in ZBrush ", you will get the point how i managed to import Vic’s head, and body separately and join both with MultiMarker and Marker’ Marks play important a role for achieving this.

for how i did this, check the thread ’ xfrog in Zbrush, to get the points.

copyright info : Vic 3 is a product of Daz3D

get dressed and new textures :stuck_out_tongue:

Hi Uzer,

From your images, it looks like you’re lining up the various body parts manually. There’s an easier way. :slight_smile:

In Poser, after creating your scene you also want to create two extra objects just beyond the scene’s longest dimensions. I use sphere props. So for the figure you show in your example, you’d create a tiny sphere just above her head and another just below her feet. When exporting your object groups, export the pair of spheres with every group.

The reason for this has to do with the fact that ZBrush sizes all imported objects to 1 unit. Using the extra geometry forces all imported groups to be sized according to the scene rather than the object. As a result, you can draw your body and place a marker. Then use that marker to draw all of the other object groups. The will all be drawn in exactly the correct proportions, position, and orientation. No work!

In addition, for the clothes you should turn on Tool>Modifiers>Double. This will keep parts of the clothing from disappearing depending on its angle (her wrap disappears in your example in places where the back faces of polygons are rotated toward the camera).

Hope that helps!

i zee the point for uzing propz, thx.

For aurick:
I tried your method, it works for static obj groups, so head snaps to the body top. But it can’t be treated for the same last marker–no matter how many times you hit the mark.

My method is manual yes, but they can be grouped as MultiMarker so you can load it and rotate it to adjust the head pos/rot from any angels.

But maybe I was wrong about your way.

The uze of MultiMarker has this benefit : You can ‘make polymesh’;
then I exported the poly as OBJ again, ZB does an amazing thing, it combines not just the head and body meshes, but the head and body maps.

this means the poser bodyparts ( here the vic 3 figure of daz3d ) are merged as one group with both head and body ( although still separate) and their respective texture maps.

zee the screen grap to get what I mean.

Yes, the method I describe is for setting up a scene in another app (not just Poser), but then bringing it into ZBrush for rendering and 2.5D painting.