hello is there an Explode method in zbrush? to export your model when it has multiple objects ? because each time i want to export something i must move each object seperatly so i dont get these distortions with xnormals
I dont think you can. The explode button is a temporary thing in zbrush as far as I know. The advantage of exporting your hipoly from zbrush is that xnormal sees it for baking without the mesh having to be open. Exploding a decimated mesh in your retopo app works really well for one time bakes but it means having to use the decimated exploded mesh to bake, which means a lower res reference mesh to bake. The workaround I found was exporting a couple of mesh groups out of zbrush with subtools that dont intersect, then export the decimated groups to max for retopo lowpoly cage construction and then pointing xnormal to each hipoly zbrush group and the corresponding lowpoly mesh (complete with projection cage exported using the xnormal export module). Even for a complex model I can get away with as little as two groups at the worst three. Exploding the mesh works really well but if you are producing diffuse, normal, spec and occlusion maps (using a PBR app like quixel means a vertex color per element map as well) the method means doubling or tripling your work and you have to be well organized to keep track of everything. If you could export an exploded mesh from Z it would make life easier but I am not sure reassembly would be that simple.
Hopefully someone else will chime in with a better method as that would interest me very much.
If you could export an exploded mesh from Z it would make life easier but I am not sure reassembly would be that simple.
about resseblying your low poly back what i do is, before i explode my low poly and High poly manualy, i duplicate the low poly, so now we have 2 low polys with same Uvs, i hide for now the second duplicated low, then i explode the first low poly manualy using masks, then i explode the high poly too, i export both of the exploded objects for baking, once i bake them, then i export the second low poly wich is not exploded,and i load the maps on the second without being in need to reassembly the first low poly
If you could export an exploded mesh from Z it would make life easier but I am not sure reassembly would be that simple.
about resseblying your low poly back what i do is, before i explode my low poly and High poly manualy, i duplicate the low poly, so now we have 2 low polys with same Uvs, i hide for now the second duplicated low, then i explode the first low poly manualy using masks, then i explode the high poly too, i export both of the exploded objects for baking, once i bake them, then i export the second low poly wich is not exploded,and i load the maps on the second without being in need to reassembly the first low poly
Thanks Eleszar1 ! That is a way to do it. I like that one. Cheerio
Guys, I'm not an expert in ZBrush animation, but have you ever tried to animate the "explode" timeline track for this kind of things? If you activate that track under "movie" > "timeline tracks", you can record a couple of keyframes for the "xpose" command ("transform" palette).
So, for example: at frame 0 you have "xpose" = 0 (assembled mesh); at frame 25 you have "xpose" = 20 (exploded mesh). In order to set specific values for "xpose", by the way, use the slider that is located near the "xpose" button.
Guys, I'm not an expert in ZBrush animation, but have you ever tried to animate the "explode" timeline track for this kind of things? If you activate that track under "movie" > "timeline tracks", you can record a couple of keyframes for the "xpose" command ("transform" palette).
So, for example: at frame 0 you have "xpose" = 0 (assembled mesh); at frame 25 you have "xpose" = 20 (exploded mesh). In order to set specific values for "xpose", by the way, use the slider that is located near the "xpose" button.
i tried this before but i coulndt get it working with that technique maybe i did something wrong
Just bake them individually and reassemble the maps with a script in photoshop (funky bunny's script will do the grunt work for you in a matter of seconds and create a wonderfull psd with all the different map types and layer masks). It might be less time consuming in the end and you'll have better control over your bakes My 2 cents.
Replies
Hopefully someone else will chime in with a better method as that would interest me very much.
Cheerio
Cheerio
(all lined up correctly)
Mesh A HighRes
Mesh A LowPoly
Mesh B HighRes
Mesh B Lowpoly
Mesh C HighRes
Mesh C LowPoly
Then Transpose, and mask off Bs and Cs while I move As. Then do the same when I move Bs and Cs ?
That could work.
i tried this before but i coulndt get it working with that technique maybe i did something wrong
It might be less time consuming in the end and you'll have better control over your bakes
My 2 cents.