ZBrushCentral

ZBrush OBJ-Export and the Pointorder

Allright,

so here I stand and don’t know how to move on: I want to export two different kinds of meshes from one ZBrush object. That means: I want to export a highpoly version, no problem, and I want to export a version which has the same number of points and faces but hasn’t been distorted by sculpting brushes.
Actually I could export the highest subdiv, move down to the lowest subdiv, clear all higher subdivs and then divide the mesh until it fits the point amount of the former highpoly and export this. This does all work, no problem at all. BUT when I compare both files the point order is always discombobulated.
So I’d like to know if there is a special algorithm or something which enables me to predict the outcome of the pointorder. Since I don’t think there might be one, it might be interesting as well how that “Texture from Vertex Order”-Texture was intended to be used.

Thanks in advance.

Mirko

Why don’t you simply create a layer before you start sculpting? After you’re done you can export the model for the detailed version. Then turn off the layer and export the model again for the version without sculpting.

Good point, but if I do that I’d have to create a layer in every subdivision, right? To be honest that’s nearly what I do now: Get a basemesh subdivide it, until my machine can’t take anymore subdivisions and then create a Morphtarget or a layer (as you wish) in the highest subdivision. The problem is, that it limits the freedom of the artist, cause you have to keep in mind to do all these steps before sculpting. It’s also impossible to change something in the Highpoly Topology. That’s not the best condition. I’ve experimented with projecting the mesh via “Projection and Rigging”, but the new mesh is an adaptive subtool with, guess what, the wrong point order. I also tried to use the Projection brush which was very time consuming and inefficient as well and to summarize it “Project all” in the subtool palette didn’t do the job either. :frowning:

Alllllright,

I’ve figured out how to export a high and a subdivided lowpoly mesh. But I’ve also experienced some new issue.
That’s why I’d like to ask the developers:
Did you change something concerning the internal storage of the points in ZBrush 3.x or at least concerning the output when a mesh is stored as OBJ?
It seems like the point order of meshes I created in ZBrush 2 is not stored the same way the point order is stored in meshes created in ZBrush 3.x.
Is that true?
And if it is so, is there any chance I could adapt the point order from a mesh created in ZBrush 2 to the new point order of a mesh in ZBrush 3.x?

Heya

Im not sure if that will help but how about changing the point order at the end in other aplicaiton or zbrush?

Pick both of ur models, and just change the point order at the end, should be taka/simmilar… not sure tho…