hi Guys, I have my 3dsmax scene Unit scale 1 unit = 1 cm, to work on unreal scene,
unfortunately zbrush GoZ doesnt like this setup , ( unless i use fbx of course )
we wont have move tool works properly. ( tried to find the solution in google with not much solution unless i use snake hook ) . as well as other weird unit problem like dynamesh.
to retain subdivision in zbrush without reproject it i usually use goz for that, so how do you fix this issue?
I come up with brute force solution, which is not really elegant, but it works on my workflow at the moment ,
basically change Goz macroscript scale , and write simple scaling script and run goz before export.
here is the stuff i have so far.
http://www.mediafire.com/download/cxi8lnrsl68ep9p/goZ_better_export.zip------------------
MAKE BACKUP before overwriting anything, use at your own risk
copy to Macro_GoZ.ms
C:\Program Files\autodesk\[[[your 3dsmax version]]]]\scripts\Startup
drag and drop goZ_better_export.mcr to your 3dsmax viewport to install.
you can find the tool in 3dsmax - customize - user interface - toolbars
Category: "Arif_Export"
toolTip:"GOZ_better_export"
---------------------------------------
the tool is still very brute force for now , so use at your own risk
clean up Goz temp folder before using it ( located at C:\Users\Public\Pixologic\GoZProjects\Default
)
-- to use ,
follow the installation instruction,
run the script when you want to export to zbrush, and vice versa run Goz in zbrush when you want to export it back to 3dsmax
https://www.youtube.com/watch?v=VcGysl_fWOslast time I use go-max , but the tool not updated for latest 3dsmax :*(
Replies
is it about exporting multiple subtools at once?
yea I use goz due to my lazy effort on exporting during 3d concept stage. it is for multiple subtools, and retaining its subdivision in zbrush.
but thats ok, i guess using obj for one subtool at a time works just fine too.