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The4thAggie
03-10-2009, 04:30 PM
I've been using Blender as a 3D package of choice for about 3 years, and I've played with alot. I was looking to try using Zbrush models in Blender, so I am using a trial version. When inputting a model made from zspheres converted to a ploymesh, I get weird lighting/material errors.

Subdivison level 2+ do not allow for proper lighting within Blender. It is nothing more than a blocked out humanoid model. When I import to blender from a .obj, I add a material of grey. No matter how many lights or how much intensity, the lighting still does not render on the imported object (just fine on Blender created objects.

UV unwrap is't working that great either. I might try importing to CS4 Photoshop for some painting to see if it helps. The result is the same no matter what division of subsurf brought in from Zbrush.

Thanks. I tried searching for similar threads, but I didn't find anything.

fktt
03-10-2009, 05:06 PM
I'm a bit confused as to what your problem might be.

Have you tried re-calculating the normals?
Thats something that could be a problem...

The4thAggie
03-10-2009, 05:59 PM
http://img4.imageshack.us/img4/368/42446807.jpg
http://img4.imageshack.us/img4/3816/30280745.jpg
http://img5.imageshack.us/img5/2258/33188618.jpg

Recalculating Normals did nothing for me.

the problem is that I cannot get light to evenly disperse on this model in any scale (smaller or larger, but scaled up here to show shading.) When I apply a material of another color, the object stays grey.

EDIT: Im using sun, hemi, spot, and area lights. No effect.

Brought into Maya:

http://img10.imageshack.us/img10/2640/85788232.jpg

fktt
03-10-2009, 10:37 PM
so, your problem is that the material from ZBrush doesn't export,
or just that you can't assign a new material to the mesh/cant change material values?

Yecire
03-11-2009, 12:33 AM
Can you post the OBJ? Others can then see what they get on their end, and maybe figure out what's going on ...

Womball
03-11-2009, 01:58 AM
Your zsphere setup looks wrong. What does this look like in zbrush? Especially the zspheres.

harkyman
03-11-2009, 12:56 PM
It looks to me like you're getting some kind of funky material brought in with the object that doesn't translate that well into Blender's material system. Try this: - Bring in your .obj
- Clean it up: - Scale, position and rotate as appropriate;
- Hit Ctrl-A to Apply that transformation
- Go into Edit Mode (Tab key), select all verts and do Remove Doubles from the W-key menu
- Select all verts and recalc normals with Ctrl-N
- Go out of edit mode
- Create a new Blender object beside it
- Select the imported object first, then extend the selection to the native Blender object via Shift-RMB
- Press Ctrl-L and choose "Materials" to link the native Blender object's material to the imported object
Not sure how familiar you are with Blender, so that's a very granular step-by-step, including best practices. If you already know that stuff, no offense. If not, it looks like a lot, but I can probably do that sequence in five seconds or less.

Let us know how it goes.

Yecire
03-11-2009, 04:06 PM
... it looks like a lot, but I can probably do that sequence in five seconds or less.

That's why I ask most people to post their .blend if possible ... it takes me less time to do those steps than to type them out. :)

... Select the native Blender object first, then extend the selection to the imported object via Shift-RMB

Shouldn't the selection order be reversed? ... so that the active object (source of material to be linked to) is the native Blender object?

harkyman
03-11-2009, 07:20 PM
Arg. You're right. Fixed in post.

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