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Questions and Troubleshooting for ZBrush OSX 3.2, GoZ

aaaahhh, the button is back! :smiley:

Sitting on a mac pro 2.8ghz quad core xeon. Went a bit crazy with the ram, so it´s sitting at 18gb atm, also the ati HD 4870. Quite happy with the setup. Got zbrush, maya and topogun running and using 5.13gb of ram.

Now if only zbrush 3.5 was also 64bit…

I have been thinking though, you know how the photoshop 64 bit version is just now released, a full version after it went 64 bit on the windooze side, due to it having to shed the carbon code and migrate to cocoa. What I am thinking, did pixologich code the osx zbrsh version 3.2 in cocoa? If not, is the current slowdown related to the snowleopard specific issues such as grand-central multithreading and opencl stuff and last but not least cocoa? I would guess it to be the case, it´s after all quite the shift, BUT I would bet on perhaps version 3.5 osx being fully snowleopard featured! Which is crazy…

That means, 64bit, opencl and grand central aware. A HUGE boon and not a surprise that they are slow getting it out the door.

My point being, OSX zbrush 3.5 (or version 4) is gonna ROX! …bad news is it might take a good while, since let´s admit it, thats some fair amount of code to crunch… (especially if they had to go from carbon to cocoa)

Hello guys. It’s my first post but I follow this forum for a long time – long before I finally bought my copy of zBrush yesterday. So what can be a better start than posting something that might be helpful for someone:

If you work in Snow Leopard and you have more than one 3D app you wanna use with GoZ, it can happen that GoZ only lets you select one of them. The names of the other one or two are visible, but greyed ot. I scratchet my head for a while, and thats what I found: The file “ModoPath.txt” inside Users/Shared/Pixologic/GoZBrush was simply EMPTY. I opened the “MayaPath.txt” doku and it said “/Applications/Autodesk/maya2011/Maya.app”. So I typed the modo path myself: “/Applications/Modo.app”. Now it works.

The Mac application Automator seems to have problems creating all of these simle text files correctly.

(means ÂťwowÂŤ)

You must come to this point. Congratulations!

(It´s not a problem of mine, since I do not work with Snow Leopard and run except ZB only C4D, but I´m impressed :slight_smile:

Greetings, Stephan

I’m having a very similar problem right now.

I modeled a character in Cinema 4D and extracted a few meshed by splitting. Now whenever I try to use GoZ every extracted mesh will get the same name as the original one. I originally intended to get every meh over into ZBrush and use them as sub-objetcts so I could model the clothing better. Yet since ZBrush thinks that it’s the original mesh incoming it replaces the mesh with the new one (the autimatically renamed one) instead.

It’s driving me nuts right now. I could probably export it all manually but I don’t want to lose the size of the model, right now… :frowning:

Originally I thought that it might be a combination of object-name + material name that makes GoZ confuse the objects but apparently that’S not the case. There really sems to be some ‘sticky’ information on an object.

Yes, I have it as well… tried everything…renaming materials and emptying Goz Project folder… but it keeps coming back to an older name… (which I of course immediately rename after having re-imported…

I hope I understand your problem. I don’t use C4D, I use Modo.

  1. All the meshes you create in C4D are separate, use GoZ and then in Zbrush hit ‘auto polygroup’ then hit ‘group split’ to turn them into subtools.
  2. When I have a problem in Modo/GoZ transferring, I export the mesh(s) to my desktop as a file named bridge.obj. Then in Zbrush I import it into my subtool list (usually over a cloned/appended mesh). I always have this ‘bridge.obj’ on the desktop and I just save over it every time I need it.
  3. About losing the size of your model. I don’t understand that. I never lose the size of my models.

Hope that helps.

I use both Modo and Cinema with GoZ… and both have very different pitfalls…(and also advantages)…but the method you describe with the desktop object seems very clever…

I’ll try that. Thank you. Hopefully it helps.

I’d still love to hear from other Cinema users how they work around the problem, though :slight_smile:

Size issues are decimated sind the OBJ export options were implemented in ZBrush - you’re right. I still don’t trust it entirely since obj always tends to be imported at other scales in different programs.
It is mostly on a times-10-scale-factor that OBJs vary from program to program but at some point rounding errors can ocur. That’s why I try to avoid it as often as possible. GoZ always got the size right on export. That’s why I wanted to go through that.

Hello, I have just installed maya 2011, but goZ in Zbrush 3.2 don’t recognize it? What can I do? Please help…

<img src=“http://www.zbrushcentral.com/pixo/atn.gif”><img src=“http://www.zbrushcentral.com/pixo/atn.gif”><img src=“http://www.zbrushcentral.com/pixo/atn.gif”><img src=“http://www.zbrushcentral.com/pixo/atn.gif”>

The list of applications currently compatible with GoZ is here: http://www.zbrushcentral.com/showthread.php?t=072584

Maya 2011 is not on the list.

Maya 2011 may be not in the list but it works here fine. The only issue I encountered with my Maya and Modo GoZ connection I described in my first post #402.

@pitomoro: In cas you have the same problem i had search for the simple text file “MayaPath.txt” inside Users/Shared/Pixologic/GoZBrush. If it is empty type:"/Applications/Autodesk/maya2011/Maya.app"

thank you aurik for your quick reply, but I know few people runing GoZ in Maya 2011 and they havnt trubles… take a look:

http://www.zbrushcentral.com/showthread.php?t=87538

Thank you again and any help will be very good<img src="http://www.zbrushcentral.com/pixo/atn.gif">

Problem solved. When you belive in something there is always a path to follow, and the path here comes from this guy:

http://www.youtube.com/watch?v=cZrl9zFMARA&feature=PlayList&p=F3E8C00791AEC3F8&playnext_from=PL&index=19

Thank you anyway

Thank you MacRobi, I’ll keep that info for the future, by now It already works fine, I just followed steps in the link I wrote before. Cheers!

I have a ZTool of considerable definition (6mill+) I cant apply layers unless I convert to polymesh, I haven’t found any info in forum,Docs., or user defined doc. is this normal? not big deal polymesh is fine.

GOZ isn’t compatible with vrayforc4d is it? I have a headache from hell trying to figure it out. Are there any workaround solutions to this? My vray material will NOT transfer back to Zbrush with GOZ. For obvious reasons, this is very limiting and I’ve exhausted my searches and knowledge for a work around. Help. Please.

GoZ not merging UVs

The problem I am having is simple but problematic. GoZ sends all my UV as separate polys. When I select a UV and try to “select shell” it does not select the shell only the next UV coordinate. Only after I merge the UVs in Maya can I select the shell. If I send the merged UVs and back through GoZ to ZBrush and back to Maya the UVs are again unmerged and separate polys.

If I export the sculpt as a Obj to the hard disk and back to Maya the UVs of the model are fine and merged. It’s specifically a GoZ problem even after I click “Mrg” in the export Option, there’s no change in the results. It’s the only problem I have with GoZ.

Any and every model whether generated in ZB or elsewhere has this problem. Is there a simple fix or something I am messing?

Thanks.
Alonzo

Here’s a something that i just have to make sure isn’t so…

I’m a mac user.

Pre-order ZBrush 4 Limited Edition, Windows and Mac… only for purchase?

Bought ZBrush 3 in late 2008/early 2009.
Is Pixologic gonna make me buy the new ZBrush 4, after all the wait for the 3.5 update?

No free update to 4, is my question?

If you read the ZBrush 4 Upgrade Schedule you’ll see that:


All current ZBrush license holders are entitled to a free upgrade to ZBrush 4.0 Win/Mac, regardless of when they purchased ZBrush. If you currently have ZBrush 3.5 (PC) or 3.2 (Mac) you will be sent your upgrade instructions beginning on 8/9/10 - 9th August 2010

if you read this thread here, I believe you need to upgrade to 3.2 ASAP as a Mac user and then the upgrade to 4 is free.

http://www.zbrushcentral.com/showthread.php?t=090818