texture problem by using goB (goZ)


#1

Hello,

I’m a hobbiest and since a few time I am switching from Cinema4D to blender (because of the money).

At the same time I try to have some fun with Zbrush and I wanted to combine this with my Blender Project.
Now I found the unofficial equivalent to goZ, named goB:
http://www.zbrushcentral.com/showthread.php?127419-GoB-an-unofficial-GoZ-for-Blender/page3

This works to swith the model between the programs although it is not so comfortable like the official ones.
Then I tryed a little project to sculpt and texture a dragon in zbrush and use this in blender. But at the end I only get a much too dark, nearly black, dragon.

I use:
Blender 2.61
Zbrush 4R2

So I…
in Blender:

  • modeled a dragon (along a very good tutorial from cgcookie)
  • made UVs
  • transfered the model by goB to Zbrush

in Zbrush:

  • used the imported tool and put the dragon on the canvas
  • devided 3 times
  • scupted
  • painted with polypaint
  • made texture from polypaint
  • made normal and displacement map on lowest devision level
  • transfered the model by clicking goZ

in Blender:

  • imported the model
  • added a modifier to the dragon: subdivision surface - 3 render divisions
  • RENDER

Now the problem:
It’s very dark and it’s strongly reflecting - it ist really not the same like in zbrush.

My trys:

  • reducing specularity in Blender -> better
  • swithing off the displacement and normal maps -> still a black reflecting dragon
  • trying the same procedere with Blender 2.59 (because goB is mabe for this but worked also so far with 2.61) -> same result

What I do wrong?

I attach:

  • zbrush render -> this I want to have in blender
  • blender render
  • tex map

Greetings,
Nahuta


Please excuse my newbie german english, I do my very best. :slight_smile:


#2

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