Hey all.
I'm trying a tweak to my usual baking workflow. It involves exporting FBX files from Zbrush instead of my usual OBJs. However, the FBX files don't seem to be retaining polypaint info making my polypainted ID map useless.
The FBX options in Zbrush are pretty light. Any suggestions on how to get this to work?
Replies
Doesn't show up correctly in 3ds Max though.
Don't have any other software installed.
Thanks for looking into this, by the way.
Edit : Scratch that. Just tested myself using marmoset. The vertex colour is there. Going to check that Xnormal is reading it properly.
Purple polypaint does show up as green in xNormal. Used xNormal's 3D viewer to check.
Don't know why. Colors are correct in Marmoset though.
Tried different polygroup colors (including white) & that seems to have no effect.
Perhaps the RGB values for purple are different in xNormal. In the same way that Photoshop RGB does not match 3ds Max RGB.
Try contacting Santiago Orgaz.
anyone having an issue that fbx exported from zbrush then imported into max has a turbosmooth modifier with 2 iterations? is this a max or zbrush issue?
it also seemed to export some hidden subtools from zbrush when i used fbx. back to objs i guess.
I exported an ascii version of the fbx file and searched for "smooth" found this,
Objects: {
Geometry: 122161104, "Geometry::sword", "Mesh" {
Smoothness: 3
PreviewDivisionLevels: 2
RenderDivisionLevels: 2
DisplaySubdivisions: 0
i changed it to this and it didn't import with turbosmooth anymore.
Smoothness: 0
PreviewDivisionLevels: 0
RenderDivisionLevels: 0
am i missing something? this seems like a stupid hack to prevent automatic mesh smoothing of my decimated mesh. i don't think xnormal is adding any smoothing at least, probably just max does this.