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Question: Maintain Existing Polygroups on Morph Import

I’m working on a head between Maya and Zbrush and I’ve blocked out the base head in Zbrush with several distinct polygroups that I want to use to assist me in making selections as I polish up the blendshapes. I did the primary blendshape pass in Maya itself, because I wanted access to the bone tools. So now I have a couple dozen heads that I want to import into Zbrush as layers on my base head, and then go to detailing. Problem is, when I import a morph target off the OBJs, the polygroups get wiped. I’ve disabled the “polygroups” import under the preferences, but that looks to simply be a toggle for checking the OBJ for groups or for lumping them into one. It doesn’t maintin the existing polygroups disabled or enabled.

So here’s the question, is there a way to import position information only from the OBJs? Or will I have to import all the heads and then go back and redo my polygroups again on the base head to get my selections broken back out? Thanks in advance for your time and consideration, Zbrushers.

I hate it when I think of a solution/workaround literally like two minutes after I post. So what I did was export the existing tool with the polygroups as an obj. Next I imported the blendshapes and slapped them each on a layer. Then finally I reloaded the polygroup obj to get the polygroups back at the end. Seems to work. Good to go.

Another thing you can do is have a duplicated object with the polygroups and UVMaster Polygroups with that. This will generate the UV island for each polygroup. Then you can use the copy paste UVs and in polygroups> Auto Groups with UV