ZBrushCentral

Questions and Troubleshooting for ZBrush OSX 3.2, GoZ

You mesh is too small and may not be able to retain highres details. You’ll need to resize (or preferbly unify) the size of the mesh at its highest subdiv level.

Tip: After resizing the mesh you may also want to reset the tool:export scale to 1 (one) and offset to 0 (zero).

PUVTile is ‘clean’ and very efficient in making best use of the available texture UV space. This means that with the same map size, PUVTIle will allow you to store more texture/displacement/normal details than any other UV methods.

Tip: PUVTIles performers best with quad, or mostly quad, polygons.
Tip: If you intend to generated displacement or normal maps, I would recommend that you set the “UV Map Border” to no less than 4 pixels.

I went under too, unified skin, and clicked ‘make unified skin’ and after waiting for zbrush to finish its calculation, nothing changed (for one subtool).

Do you mean I have to take each subtool individually (highest subd level) and resize it? Then re-assemble the subtools so they fit together, buy hand? Or are there steps I need to take that I don’t understand. I imagine this is not worth the effort - the next project I will simply make sure the meshes fit in the preview AS I begin the project.

Thanks

Sorry, I should have been clearer in my post.
I was referring to the Tool:Deformation:Unify function, not “unified skin”.

No export options for the movie menu.

That did it. Nice! It was as easy as 1-2-GoZ :slight_smile:

The model i downloaded from here
http://www.frenchcinema4d.fr/hub.php?doc=modele&sort=date (3rd page)

Some great free models on this site, and more for those that haven’t seen it before.

As strange as may seem there is no movie export at all in the mac version. The only option to record a movie is to use some 3rd party screen capture software.

Screenflow, iShowU, Jing are some paid/free options.

Richard

Hi,

GoZ seem's to be a real workflow accelerator but I'm having issue... I've freshly reinstalled from scratch zbrush & maya, but no way to send a mesh back from maya. Export from zbrush works fine, normal & displace maps transfert too, but when I click on "GoZ" (maya), Maya creates correctly the ztl file in "Users/Shared/..." but nothing happens in Zbrush...

Any solution ?

Have you downloaded the turntable plus zscript for the mac to make your movie? It allows more control for export. Once you’ve exported your color, alpha, and depth passes you just composite them in After Effects or a similar app.

DragoCG… I’m talking about GoZ… movies have nothing to deal with that xD

I’ve started working with goZ and it’s really cool. (thanks Pixologic!) I am having an issue though. Maya takes and reads both the color map and the normal map that ZBrush generates, but it doesn’t seem to be reading the displacement map it generates. If anyone else has seen this issue, and knows if there are any setting/adjustments that need to be made, please let me know. (*note - I created my UV map using PUV tiles.)

PS: I do have high quality rendering and hardware rendering on, and I am using Mental Ray render at production quality. I also scaled my image up to a large degree since I heard that could be a factor. Another important note is that when I go to render in Mental Ray I just get a black screen. Nothing is rendering even though I have a lighting rig set up.

Any input is appreciated.

I am working with a model consisting of a couple of hundred parts, and 20 texture/UV maps divided over the whole lot and so I really need to be able to load jpg’s as textures. Unfortunately ZBrush loads them as fuzzy image. I cant show you the original but basically its detailed muscle tissue and so is nothing like this fuzzy image that ZBrush loads it up as. Please Help :slight_smile:

Arran Lewis

[ATT=]fuzzy.jpg[/ATT]

Attachments

fuzzy.jpg

When I come back into C4D I find that my models always have there normals reversed, how can I avoid this???

Please and thanks

Thanks for including the export scaling and offset sliders. This weekend I’ve update a bunch of ztools with it. Before 3.2 these ztools could not make use of the transpose master. Transpose master is so important and useful and I am only now really using it without any hang ups. :+1: :+1:

whenever i import a new subtool and try to append it the tool is not showing up in the subtool pallate. The tool is there but the icon is invisible and the tool will not append or show up. any ideas

roy, might be a size or pivot issue, try hitting unify in the tool : deformation palette.

First of all - GoZ absolutely Rocks and works very well (except from a few object/world coordinate flips between Zbrush and Cinema).

I have two questions though:

  1. It seems that displacement maps are created in 16Bits no matter if I activate the 32bit function or not. The results in Cinema sem a little smudgy, then. Am i doing something wrong? Is it a bug?
Edit:

I found that directly exporting does the trick but then I can’t get the 32bit displacement map to work with GoZ any more. Does it really only work with 16bit right now?

  1. More of a minor question - is there a possibility that there will also be a GoZ plugin/link to Blender at some point?

Again - thanks for all the effort and a really cool application :slight_smile: :slight_smile:

spaceboy i mean every subtool is disappearing when i import a new one to append. Guess im going to try downloading it again

The bracket keys no longer work to increase/decrease the draw size. I’ve tried using the “CTRL” key to remap it but there never actually was a button to do this. Anyone know how to fix this?

The brush size hotkey is handled by a plugin found in the Zplugin>Misc Utilities menu. I don’t know why the hotkeys aren’t working by default, but if you Ctrl+click on the brush size incrementation buttons you can reassign the [ and ] hotkeys or assign new ones if you’d like. Be sure to save the hotkeys when you’re done.