Hi all. I'm a novice sculptor. I'm working on a feathery T. Rex in zbrush. I'm at the point where I want to create maps in xNormal, but first I want to tweak the UVs and create cage meshes in 3ds max.
I'm
attempting to export from zbrush into max, and then from max back into
zbrush (to make sure the low poly .objs are the same size and in the
same position as their decimated counterparts), then out again for
xNormal.
The problem is that when I export
from max back into zbrush the scale and positioning of the low poly is all wrong. I can
fix the scaling by making sure the Geometry>Size>XYZ Size is the
same as the original, but I don't trust myself to get the positioning
perfect. Could I paper over the offset with another Project All procedure?
Actually I guess my first question should
be: is this even the right workflow? And how can I ensure that the
positioning doesn't change when exporting/importing?
Replies
in your case, exporting a low res version of your sculpt into max using this method, aligning the cage mesh to it and exporting that to Z should give a predictable result you can continue to work with.
Make sure 3dsmax is set to unit measurements you need under main menu/ customize/ units setup. Metric, centimeters is a good setting generally. Then press system units setup and specify what you want. The first setting is for max viewports the second is for export import.
Build a box in max using the measurements in the modify panel to specify the real size/position you want your model to be in whatever virtual world you need it for.
Use GoZ in zbrush to send you character (or whatever it is) to max. It will be sent at the lowest subd level.
Its best to have zbrush and max open together. Go to the export dialog in zbrush at the bottom of the tools palet and alter the settings until the character is the exact size you want in max. Mostly this will be the zbrush scale settings and the 'Y' axis settings. Use the tab key to set your measurements in the export dialog as zbrush doesnt recognize the enter key for this menu.
When things are how you want save the ztool or project and the export settings will be saved with it. Anytime you send from zbrush using the settings from that file the size and position will be perfect in both apps. If you have trouble sending something from max at the beginning of a session to that file, send something from the zbrush file to max first.
Cheers
Just be aware that ZB flips UV space(not faces) and also has a habit of breaking UV verts, especially in GoZ. Although I haven't experienced vert-breaking using Styx.