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Questions and Troubleshooting for ZBrush OSX 3.2, GoZ

Does anyone have a work-around for the lack of Zapplink in 3.2?
… I think I’ll do a search. And let this be a lesson to all - do a search first! :slight_smile:

Hello

you can not change the name of a subtool once you are in the middle of GoZing. GoZ used the name of the subtool in order to communicate back and forth so that it knows if you are bringing in a new tool to add or if you want to bring in a mesh with changes from Maya.

In short you can only change the name of a subtool at the beginning of a session.

Paul

How is the Zapplink search for ZB3.2 going… I hope you will find something for the missing link…

Nothing found. Just have to use the flat material and ‘fill object’ and export different .psd’s to make the layers manually. Bas Mazur has a thread about needed 3.2 fixes too.

Paul,

Thanks much. That seems to make backing up and saving at various stages a bit more work but not a big deal.

Headwater

Hey Paul (or anyone),

How about another newbie question.

How does everyone get the sharp grooves and wrinkles in their Maya renders. Here I’m using texture, displacement, and normal maps for these test wrinkles with the Pinch brush. They’re ok in the ZB obj, but rounded out and lacking definition in the Maya render. I’m up to 6 levels of resolution in ZB. If I go much deeper with the Pinch brush, I start getting tearing around the wrinkles which also show up in the Maya render.

ZB-Maya-detail.jpg

I’ve been getting this a lot when I import .objs. Any reason why and should I be concerned?

Screen shot 2010-01-08 at 12.48.01 PM.jpg

This will not happen if you currently have a ztool open that has ONE subdivion level (just as your .obj does), and then you click ‘import’.

This will happen everytime you currently have a ztool open and it has a few subdivision levels. The mesh you are trying to import has one subdivision level. Zbrush wants to know if you are trying to give your old ztool a new topology, defined by the import. Meaning it will divide the .OBJ three times (or however many subdivision levels your previous ztool has) and then project the details of your previous ztool onto the newly divided .OBJ import.

Just say no. Or say yes and see what happens.

thanks bLawless…it’s weird though, because it happens even with the most basic of OBJ files. I just tested it by making a simple cube in Silo and bringing the OBJ into ZB and it asked the same question. in fact, it happens with OBJs no matter what is going on. The model doesn’t really seem to change either way, so it’s not a huge issue. I was just curious to see if something is going on “under the hood” that I should be aware of, that would cause troubles.

Did you ever find a workaround to the lack of ZApplink on the Mac side? Can’t wait for the next release for us. Getting a little tired of checking like 500 times a day with no news at all. It’s like I’m addicted or something :lol:

Thanks again for the response!

You might have to resculpt some of the detail…Use less pinching and smooth a lot… When I have this it also shows in your lowest res level…there you can see that polys have been pinched too much… You can see these errors really well with the Fast Shader and polyframe on…

Agreed. I keep hoping there will be something, maybe not the update, but at least some news as to where they are with it, and how much longer they think it’ll take before release.

On the plus side, we’re better off than during the 3.12 wait. I find 3.2 pretty good, except for a minor bug or two, and the lack of documentation. I really wish they’d produced and released a FULL PDF documentation set for Mac ZB3 along with 3.12, instead of copping out and referencing the (now MIA) online Win 3.1 docs.

Hello together the GoZ Type works great for me …
But I don´t know why …when I hit the GozButton in Zbrush I lost all my Polygroups or MaterialGroups after I´m back in Cinema4D … And so I also lost my UV-Koordinates … Is there a Option or something …What I´m doing wrong ?? Thanks lot greets Tobias

I’m a C4D & GoZ user as well, can you describe precisely the workflow where you have the problem? Is the model originating in C4D, then to ZBrush, then back to C4D, or does it originate in ZBrush? Also, when are you assigning UVs, polygroups and matgroups in the process?

Hello,
I don’t paint my models much for my job so I have a basic question.

I started with a polysphere and I used AUV tiles for my UV mapping.
I painted a few colors and converted them to texture. Then I used
GoZ and brought the sphere into Modo.

In Modo I painted a little. Then I hit the GoZ button and was brought back into Zbrush. The Modo-painted colors did not update in Zbrush.
Why not?

Thanks

Brandon

GoZ will currently only take texture information from ZBrush into Modo not Modo to ZBrush.

Paul

Ah I see thanks Paul.
Painting is Zbrush is fine by me, especially after seeing some of the work here (like Majid Smiley).

When I Chose Document Then Pro To Enter In my Proportions Of 2048 x 2048 and I Select Resize and The New Document Comes Up… How Can i Say This… When i Drag out a Primitive Onto It, It Goes All Distorted like.(ill upload pictures)

Its Hard To Explain What Happens But The Document Goes All Funny… Help ?

new doc.jpg

Attachments

after ive draw a pirimitive.jpg

Hi There … I think GoZ is awesome it works very well …
escpecially if you load up first your model in Cinema and then hit the GoZ Button … And back it´s works … no scaling Issue … But I question myself …

" WHY THE HELL DO I LOST MY POLYGROUPS or SELECTED GROUPS " After I coming back to Cinema???

Also when I hit first the GoZ Button I also lost my Polygroups … Are there anywhere some Options to fix that ??

If anyone knowing something that would be awesome !!!

greets tobias

Hallo Tobias,

das liegt einfach daran, dass das zwei grundsätzlich unterschiedliche Programmpakete aus unterschiedlichen 3D-Schmieden sind. Mei, ich bin schon froh, dass es das GoZ zum schnellen Datenaustausch gibt…

Besser wäre es, wenn endlich die 3.5 mal rauskäme oder solche Sachen wie ZAppLink, damit man sich mit PhotoShop versteht. Da sind die Windows-Heinis leider immer wieder besser dran.

Grüße, Stephan

P.S.: for the Admin: as an exception I write in German, goes much faster…

I think you lose your polygroups when you go to Cinema 4D from zBrush by way of the GoZ button…but should you make changes to your mesh in Cinema and then re-import it over the level 1 zBrush mesh then your polygroups are still there… (sometimes they are a bit messed up though, but you don’t have to make them all over again just fix them)…in some cases after you hit the GoZ button while your old sculpt is open and then it will import your edited mesh into zBrush…but it does not replace your level 1 mesh…should that occur I load up the original zBrush tool again and import the Goz file from the GoZ Project folder…