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View Full Version : ZBRUSH to C4D : A different problem....


mecha
02-12-2005, 04:15 PM
Hey All,

How do you get a ZSphere based model from ZB into C4D? I am currently getting separate meshes from each ZSphere area. Help!!

mecha

AdamT
02-12-2005, 04:52 PM
Uncheck "Groups" in the ZBrush export options.

dfaris
02-12-2005, 05:22 PM
I think you also have to convert the zspheres to a mesh (tool) before you export and also make sure you use adamt's advice.

mecha
02-12-2005, 05:26 PM
at the risk of sounding stooopid, where are these "export option"?

I cant find them.... :argh:

AdamT
02-12-2005, 05:48 PM
In the Tools palette.

Smokey
02-12-2005, 06:35 PM
The parts will be seperate if you export to Obj , if you export to Dfx (dont forget to change Tri's to Quad's in the export options aswell) , it'll be in one piece.

AdamT
02-12-2005, 07:04 PM
The parts will be seperate if you export to Obj , if you export to Dfx (dont forget to change Tri's to Quad's in the export options aswell) , it'll be in one piece.
No, if you uncheck "Grp" it will export .obj to a unified mesh.

mecha
02-12-2005, 07:07 PM
This is stupid, I cant find the damn export options.

I searched Zbrushcentral too, but this is driving me nutso!

Is it in the TOOL pallete or is their a "TOOLS" palette too. I am using ZB2.

Help!

AdamT
02-12-2005, 07:23 PM
It's in the Tool palette. The export options won't appear until you freeze your ZSphere model with "Make adaptive skin" (also in Tool palette). Then you'll have to clear the document, select the adaptive skin tool you just created, draw it into the document, and make it editable. *Now* you should see the export options.

JamesMK
02-12-2005, 07:30 PM
Haha! :D This whole thing sounds like the solution to some random old text-based adventure game.... anyone remember those? Er... nevermind... carry on!

AdamT
02-12-2005, 07:31 PM
hehe, ZBrush can be like that sometimes. :)

mecha
02-12-2005, 07:40 PM
Hey AdamT,

Thanks man! I was starting to get really stressed out.

Now to try and solve the banding problems.....:banghead:

mecha

bobtronic
02-12-2005, 07:48 PM
Never used ZB2 myself but I consider to buying it. Is it easy to use all in all? Are there many
tools hidden like in this case the export options?

Bob

flyingP
02-12-2005, 07:50 PM
Haha! :D This whole thing sounds like the solution to some random old text-based adventure game.... anyone remember those? Er... nevermind... carry on!

that is one of the best descriptions I have heard so far :D


awesome app though :bounce:

AdamT
02-12-2005, 08:05 PM
Never used ZB2 myself but I consider to buying it. Is it easy to use all in all? Are there many
tools hidden like in this case the export options?

Bob
It's quite different from other applications so it does take a few weeks to get your head around it. After that it's really quite simple. It has a lot of tools, but--at least for 3D work--you only need a few to get the job done. I haven't used it for 2D stuff so I can't really say in that regard.

mecha
02-12-2005, 08:10 PM
Hey Bobtronic,

ZBrush is probably THE best single purchase I have ever made!

It is tricky to understand at first, but this is due to the fact that the approach to modelling is completely new, rather than the program itself being tricky. Yes, some of the options are a little too context sensitive - but once you learn them, thats it!

Download the demo and try it out with the Practical Guide, which you can download from zbrush central! If you like the way it feels, at £300 it is a bargain!

mecha

JamesMK
02-12-2005, 08:14 PM
Yeah, jokes aside, if I ever find myself having the cash to spare, I'll be getting a copy too... It seems like a highly useful approach to this whole modeling racket...

bobtronic
02-12-2005, 08:24 PM
thanks for the infos guys, will check the demo. I am also very interested in ZB's 2D and 2.5D
features. I have seen some nice hair made with ZB and also I want it mainly for stills.

Bob

flyingP
02-12-2005, 09:28 PM
I haven't used it for 2D stuff so I can't really say in that regard.

has some very interesting tools there too :)

rubyscooby
02-16-2005, 12:19 AM
It's really amazing the stuff you can do with z-brush. It works nicely with cinema version 9 where they support the displacement mapping. There are work arounds though for earlier versions. Gnomen has some awesome dvd's on z-brush also.

ruby

paulselhi
02-16-2005, 12:56 PM
The beauty of ZB is how it manipulates polygons. I think that with patience and skill you could do a lot of the work in C4D using such tools as brush, magnet, soft selection etc

However in ZB it is soo much easier to "mould" polygons, there is an intuitive "hands on" feel when you are modelling( sculpting ?) in ZB

That said, some artistic skill always helps but i find that with a lot more pushing and pulling and many redos even i can create some interesting stuff here

Next ZB is very suited to handling very very large poly counts with ease. It is not uncommon to be working on objects with several million polygons My 256 MB RAM works Ok up to around a million polys) and then of course you can selectively work on smaller areas of the mesh, hiding the rest and massively cutting RAM usage..just be careful about further SubD on this selection i am not sure but i don't think the hidden mesh gets SD

Add to this the joys of projection master. With PM you freeze the model on say the left side view, you can then go in ( now with a lot of free RAM) and 2D paint detail using alpha masks these details will show up as full 3D displacements when you drop PM and return to ZB 3D mode

That is how many of the fine detail gets done in ZB by painting alpha masks in PM

PM is also an excellent alterantive to bodypaint, ZB can seperate the painting of displacments from the painting of color

That said i have not really got into ZB materials, lighting and rendering but the materials "seem" to be quite complex and probably very powerful tools

ZB deals with UV maps in what i think is an unusual way by creatibg block UV maps that seem very accurate and i think ( not sure) does away wuth the worry of overlapping uv maps. I don't have a lot of experience but i find the process of ZB to C4D fairly easy and in fact i have had a look at other apps and some of the methods to get ZB to work with them are tortous !!

I personally think that ZB is most comfortable to work with in C4D than at least 2 others i have tried (LW and MAX)

I think the Next ZB release ( update) is going to deal more with the animation side not sure but i think this is the way it's going

Untill then it is possible to use the disp maps on low poly meshes in c4D which can animate. I thnk a lot has to be planned out and i get confused but if the disp map moves with the mesh then the end result shouild work however i amd not sure about how you would handle say a fold of skin that would drastically change shape due to say the twist of the head

If the head twists then the displcementt map will only move it will not change the overall shape of the skin fold which in reality should have dissapeared on at least lessened and the head muslces pull on it

So i think that the answer would be to use morph maps, you would do the modelling in ZB as usual but also model your various morph positions then use these displacements on the same base model in C4D. I assume there would be limits as to how far this can be done. If we model a head and then use the ZB tools to twist it left and right then create 2 disp maps for this..hmm i will have a go and see how the C4D result comes out but i don't think this will be the next "gollom"

JacquesPena
02-16-2005, 01:13 PM
I was actually testing out Zbrush on my latest character project. Very useful to define more detail to my poylgon models that I import from Cinema 4d. Quick and easy to use. I'm considering it a great asset to my line of tools. :)

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