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Zbrush 3 to cinema 4d R11

Hi, I’m trying to figure out the best way to get a model from cinema 4d to zbrush and then back again. Going from cinema 4d to zbrush seems easy enough (I’m just exporting as OBJ format). I want to be able to export the displacement map from zbrush to apply to my basic cinema 4d model after I have sculpted, I looked at the document on this website that refers to this subject but it is done using zbrush 2. Really I want to confirm if this is still the best way to do it (using ADE) or if there is an easier way with the new version. Thanks.

This should help you out: http://www.pixologic.com/docs/index.php/ZBrush_to_Cinema4D

Excellent, thanks! It was only going to be a matter of time before I posted that same question, so you saved me the trouble! :stuck_out_tongue:

I’m searching for a way to get this working in C4D R11 and Zbrush 3.12 on a Mac. The page Aurick referred to talks about a lot of stuff that doesn’t seem to be there in 3.12 (the ade plugin, for example). My only problems:
I can’t get displacement to map on the model correctly back in C4D.
When I try to create normal maps, nothing happens.

This may sound like a stupid question, but do you check the actual ‘material’ setting applied to the mesh to see if its set to UV mapping?
As you can set the material correctly in all the material properties, but forget to check the actual material icon on the mesh which shows the mapping selection i.e Front, flat, UV etc…
I say this because sometimes what your describing sounds like it hasn’t been set to UV mapping, also check that you have your UV map flipped on V before you export from ZBrush as this can yield the wrong results.

No, it’s set correctly.
The problem, really, is when I start a model in zbrush and assign AUV tiles.
If I start a model in C4D, UV it, export it, sculpt, etc. it comes back OK, but I don’t like to work that way.
The AUV tiles all have spaces between them, and I can’t seem to get rid of them. So the displacement looks right, except there are big indentations between all of the tiles.
The texture tab in ZB has a “fix seam” button, but I can’t find anything in displacement to fix this.

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I’ve never used AUV tiles, even though they are supposedly much better for getting exact results.
I have found using displacement maps & normal maps a very temperamental procedure which can take some time to adjust for a faithful result.
Wish I could help, but I think I am stepping out of my depth on this one, but I would like to know how to use them also, as its available on the OS X version.

Nothing from the http://www.pixologic.com/docs/index.php/ZBrush_to_Cinema4D
should be any different with r11. In zbrush look under tool-displacement panel where you can export displacement maps to a new alpha.

I would recomend you learn how to create UV maps the proper way, from experience UV tiles arernt a very flexible solution when you get unwanted distortion.

You’re right, nothing is different in regard to R11,
it’s Zbrush 3.12 that’s different.