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| | #1 (permalink) |
| Registered User | Export problems from exporting from 3ds max to zbrush i made a human face in 3ds max or futher editing i xportd it to zbursh after makn my adjustment i exported it again 2 3ds max but when i exportes it the fine edges i created in 3ds max are all smoothed i dont knw hw it happnd.so plz i would like to how export it without smoothing the fine edges |
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| | #7 (permalink) |
| Registered User | the thing is my friend, z-brush got this one big fat error in smoothing try this.... you create box export in max, import in zbrush, smooth, smooth...., go to lowest level, export in zbrush, import in max and there goes ![]() -> you can see that box is smallerIn general every geometry that you import will export on same level a little bit more smoothed why is it, i'm really not sure, but i guess its because z-brush edit layered topology on all layers so for start it srew your geometry and then it work well it's really anoying stuff, but when you know it will happen, you can try to use push up front for example and do some damage control with it ![]() Hope it helped... have nice sculpting.
__________________ There's no chaoss... everything is based on physical laws. |
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| | #8 (permalink) |
| Registered User Join Date: Jul 2005
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Rep Power: 0 ![]() | Hi, I did a search for the problem I was having and found this thread. I have just started using Zbrush, and I had a problem with exporting a low poly model as a .obj, importing into zbrush, deviding the mesh fro a normal map, going back to the low poly version, exporting the model out again, then imorting it back into max. I have included a image, the model is ok, looks like smooothing groups are all ok, but when I add the noraml map created in zbrush, the model appears to have no smoothing group, as shown in the third image. What have I done wrong, I was hopeing that someone here could help. Many Thanks Last edited by DrPretorious; 06-26-2010 at 09:21 PM.. |
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| | #9 (permalink) |
| Registered User | yea its the prob with zbrush smoothing algorithm but u can fix the smoothing issue a little bit by.... before starting sculpting turn on morph targets and then after sculpting in higher smoothed levels go back to the 0 level and press cage button zbrush will take a look at all the details put in every subdivision level and change the mesh. about smoothing groups i think you should check exporting options,and try switching on morph targets
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| | #10 (permalink) |
| Registered User | i don't have it open, but there somewhere in zbrush is somthing, like smooth uv and when its turned on, it acts like whole model is smoothed (but it only support whole model smoothed, not on parts) post here your nomal map... it's possible you just have it wrong format (like world object etc.), try tangent
__________________ There's no chaoss... everything is based on physical laws. |
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| | #11 (permalink) |
| Registered User Join Date: Jul 2005
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Rep Power: 0 ![]() | Thanks both for your replies. I am goin to start again, I have only just started with zbrush, and already learned how to do thing better, so nothing lost and loads gained. I will start with turning on morph targets this time, I tried using the cage option in the lowest level, but it messes the low level mesh up to much, the next level up is not so bad. When I export the mesh from zbrush, I see no options it just exports, so cant switch on morph targets. The "smooth uv" is in the normal map menu, the model is only one object. cheers |
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-> you can see that box is smaller
