ZBrushCentral

ZBrush ZTL from 3.12 (Mac) to 3.1 (Win)

As most of you probably know, the 3.12 (Mac) models are not downward compatible to the windows version of ZBrush.
I’ve ran into this problem, as I’m using Mac at home and windows at work and I wanted to make use of the brilliant ZMapper, which is only available in the windows version.

As this is my first post here, I thought to break traditions and not start with questions, but with answers I’ve found.
So, I’ve searched the internet for a solution for my problem, but couln’t find any. So, I’ve found my own workaround, that worked quite fine for me. For some of you, this will probably be most obvious, but for some, it will hopefully save the day.

So, here’s what you have to do to get your Mac tool into Windows:

  1. Export an .obj of every subdivision level of your tool in ZBrush 3.12.
  2. If you did polypaint or texturing, export them as well.
  3. Switch to Windumb and import your subdivision 1 model.
  4. Divide it once and import subd 2 model.
  5. Repeat this until you reach the last subdivision level.
  6. Optionally import the polypaint and texture as well.

There you go, your Mac Model is imported into windows.

I’m not sure if this is gonna do the trick for every model, but for me, it worked fine.

Hope this helps…
Greets,
Ephialtes

You know, if you use the 3.12B update it makes ZMapper obsolete. :slight_smile:

(Edited to say ZMapper. Bad typo on my part!)

You know, if you use the 3.12B update it makes ZAppLink obsolete.

I have the 3.12b update. How does it make ZApplink obsolete?

I just export the highest level and reconstruc subdiv to get back the lower levels. If there was something special about my level 1 (a fixed geometry from the modeling team, for example) the I will re-import that too.

-K

aurick,

Could you possibly explain some concise workflows, and how ZMapper & ZAppLink are “obsolete” for everyone using 3.12b?

Thanks

I meant ZMapper. That was a bad typo on my part.

ZBrush 3.12B has the following options in the Tool>Normal Map menu:


  • Tangent (on for a Tangent map, off for an Object map)
  • Adaptive (on to use adaptive calculation mode, off to not use it)
  • Smooth UV
  • SwithRG
  • FlipV
  • FlipR
  • FlipG
  • FlipB
  • Create Normal Map
These various settings let you create any normal map you should need. There aren’t any presets, but once you know the particular settings that are correct for your rendering engine it takes no time at all to duplicate those settings again. In fact, because this is within the core of ZBrush rather than a separate interface you can even record a macro that sets that up for you. And you can even assign a hotkey to the macro!

To create your map, simply do the following:


  1. Import the model, divide and detail.
  2. Go to level 1
  3. In the Tool>UV Map menu, specify the map size and seam border. Assign mapping if necessary. (or store a morph target and import a UV’d version of the model)
  4. In the Tool>Normal Map menu, choose your settings and click the Create NormalMap button.
  5. In the Texture palette, export the map.
That’s all there is to it. Nothing complicated.

Aside from providing new map calculation algorithms (which have now been incorporated directly into the core of ZBrush so that you don’t need to manually select them anymore), the two other main purposes of ZMapper were: 1) To let you use bump maps in the calculation so that you could get more details than your model could be divided to. 2) To project details from one model to another in order to create a normal map for a different model from what you’d detailed. Both of these features are now obsolete in 3.12B:

Bump maps are now useless in calculating normal maps because 3.12B can easily handle models in the 10 to 16 million poly range. A 4K map has no more than 16 million pixels of data. That means the most detail it can possibly hold is equivalent to a 16 million poly model. And that’s with 100% of the texture space actually used. Most UV maps wasted about 25% of the texture space, which means that a model of 12 million polys holds the same detail that a texture of 4096x4096 can hold. So a bump map can’t add any more detail than what the model can already support.

As for projecting details, you can now do that through the SubTool menu thanks to the Tool>SubTool>Project All features and the ZProject sculpting brush. In fact, 3.12B has improved the projection routines and added new features such as PA Blur. With ZMapper, what it projects is what you get. There’s very little control, and there’s nothing you can do afterward to fix issues. With 3.12B, you have more control AND you can clean up any problem areas after the projection, before you create your normal map.

The bottom line is that ZMapper has trained everyone to think that it’s the only way to create normal maps. But the fact is that its features have been steadily rolled into ZBrush itself. To put it another way, PC users should be clamoring for the features that Mac users already have, rather than Mac users clamoring for ZMapper. :slight_smile:

Hope that helps!

I hope we’ll have ZAppLink soon too. :wink:

Thanks so much for the info! :smiley:

It should probably be posted in the “ZBrush 3.12B OSX” also.

Once again, Thank You! :smiley: