Yes, I found the scale and offset in the export palette, but my problem is that the positions of the tools don’t match when I GoZ from Cinema to ZBrush. I never had this problem when importing .obj’s from Cinema to ZBrush.
I have the same problems for the 3D print exporter.
When ‘perspective’ is turned on using the F key to frame the mesh on the canvas does not work.
[EDIT]
Working further, I am zipping around, sculpting, clay tubes, then standard, then clay tubes - zsub/zadd off and on by holding the alt and releasing.
I hit/hold alt and zbrush interprets my alt differently - it thinks I want to frame my mesh when I really only wanted to push/zsub. But - because I am in perspective while sculpting, the mesh FLYS off the screen as per the ‘F key, framing, perspective on, alt tap canvas framing’ glitch mentioned above. So, now - I suddenly can not find my mesh, canvas went blank. I activate other subtools, the ‘thumbnail’ of each subtool relfects what I am seeing on the canvas - which is nothing. I active another subtool and another, they each update to reflect nothing as I activate them, and suddenly zbrush crashes.
Two work arounds - 1. I moved the ‘Auto Select Subtool’ button to my interface so I can turn it off. This way if I do a tap by accident (alt held down tap on a mesh) the mesh will not fly away.
2. I keep ‘Auto Select Subtool’ on. If I accidently hold alt and tap (instead of the stroke I intend and make a zsub stroke) and the mesh flys off the screen - I stop moving (fearing a crash). I turn edit off, clear the canvas, and redraw my ztool, enter edit mode and keep working.
It is a subtle benefit, but I think I like it. I am sculpting a demon with a clawed hand - it is very strained, sinewed, etc.
I use transpose masking to adjust the fingers, turn the wrist, then Undo a few times to see the hand in its original position. ‘Redo’ to see it flexed again, back and forth. Well this is where it comes in handy, I see the hand change gestures without having to see the mask, which is normally distracting. An odd, subtle, nuanced, and hard to quantify update - yet I like it.
blawless, all these issues you are pointing out that are happening is really making me worrysome about z4. oh noes.
Same here
ha, these are small things - z3.2 roxor.
FIXED!!!
Alright, I am learning.
With the addition of export scale and offset sliders I have the fix to my problems here.
I corrected scale and offsets of all subtools.
I then used transpose master, set pivot on everything.
Then came out of transpose master and all is well with the world.
Now ‘F’ (and alt tap) frames my subtools with my perspective ON.
Here was the problem:
When I used transpose INITIALLY, I had not paid attention to these sliders. Transpose worked but I was scaling and offsetting all my subtools away from the world center. That in turn created problems with trying to frame my subtools with perspective on.
The export sliders are a great addition to help with the bridge between applications and to fix the transpose master problems from earlier zbrush versions.
What’s going on with 3d Printmaster? Anything new on why its not working? (see previous posts)
I download Decimation Master for mac 3.2 and when I put to the Zplugs and start Zbrush 3.2 the Decimation Master plugin doesn’t show up. but all plugin show in Zbrush, except Decimation Master.
What should I do?
We identify a problem in 3D Print Exporter for Mac. We will swap the files in the download center in the next 24 hours. I (or the support) will post an update here to let you know when the file will be online.
Sorry for the problem!
I just got Modo and wanted to say wow, thanks for having GoZ work with Modo. What a nice change from Maya. (Nevermind my request for other softwares for GoZ )
I have the same problem. When I try to load Decimation master or 3dprint exporter a message comes up saying they are not present. Using the version 1.1. Tried a few different things. Seems to be a bug.
Thanks
For those of you who had the problem with 3D print Exporter, I invite you downloading again the plugin at the Download Center - http://www.pixologic.com/zbrush/downloadcenter/zplugins/
The problem should be fixed!
Gosh darn it, it works!
Thanks alot!!
Okay here is my pipeline with images.
Step one:
- download nice model fro some frech C4d site of Mosquito. “ah pretty I think I’ll enhance”
Step two:
- Goz into zbrush
- create UV map via adaptive UV tiles (figured that’s what Im suppose to do since this part was glossed over in the tutorial linked from the Goz download section.
- Subdivide geometry and add some ugly bumpage/texture
Step three:
- Take geometry back to 1
- click on “create displacement map”
- sit back and wonder “why, oh god why”
I am far from the sharpest tool in the shed that’s why GOZ is perfect for me. That’s why I ended up buying ZBrush actually. It seemed so easy when I watched the C4d to Zbrush tutorial. Seems to work great if I use a sphere but as soon as I try an existing model that I want to add some realy life to it falls down. Please tell me the answer is as easy as 1-2-gOZ
Now try this:
Make a sculpt in ZBrush and export the lowres-mesh or use GoZ. Make an UV in another program like UVlayout. Import that model in C4D and do some texturing in Photoshop or BP. Then use GoZ again to go to ZB.
Use the new PUVTiles instead of the older AUVtiles&GUVTiles UV mapping.
If possible, please post a download link to the mesh and I’ll test it.
What’s the difference/advantages?
Adam
I can’t figure out what I am doing wrong.
I have a ztool with many subtools.
I noticed that in the preview window the overall size of the ztool is very small.
I like everything in its proper place so I try to use tranpose master to fix this.
I open transpose master, begin the process. Then I simply scale the transpose master ‘collection’ of meshes larger - fitting the figure in the preview window.
Then I finish the transpose master by hitting the second button.
For some reason the upper subdivision levels were smoothed out - hmmm I don’t know why.
Here is an image of an area: