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FBX is imported into ZBrush as tris while quads expected.

guitarchitect
polycounter lvl 10
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guitarchitect polycounter lvl 10
Hi everyone. Not sure what causes my problem, so after some googling I decided I need your help.

I work in 3ds max and want to pass geometry to ZBrush as FBX.
The export settings I used look like this:



When I use FBX ExportImport in ZBrush I get the following result:



I don't see any specific settings for import in ZBrush. When I reimport this FBX file back to 3ds max, it comes in quads, so that's not an export issue.

I tried several times to import some basic objects, like planes and boxes, or exporting geo with different modifiers applied (whatever can affect this), and sometimes it imports correctly and sometimes not, and I can't figure out the reasons. The search does not indicate someone else had this problem, or I just googled wrong words.

How can I fix this issue, and what's the reason?
Thank you.

Replies

  • kio
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    kio polycounter lvl 16
    Quick fix: use obj instead of fbx

    My guess for why that happens is that you're seeing different results is that technically max really has different kinds of types as a stack result depending on the modifiers used. This is really not well communicated in max. You could try putting a turntopoly mod at the top of your stack to make sure it exports an editable poly mesh data structure.
    You can observe the same behaviour if you import such an fbx in maya.
  • guitarchitect
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    guitarchitect polycounter lvl 10
    Hi kio, thanks for your advice.

    First of all, using obj does not suit me. My current model has over 250 subtools and I wanted to retain their names for easy model navigation. While importing obj, it comes as single subtool and names are lost which is bad.

    But I followed your advice and tried to Convert everything to Editable Poly before exporting to ZBrush, and it helped.
    So I know now, that even if an object has Turbosmooth aplied which is turned off(!), it will come to ZBrush as tris.
    And the only option I can invent and be sure of, is making 3 simple steps at a time: Convert selection to editable poly, Export selection, Undo converting to editable poly.

    That's easy to accomplish, but what if I occasionally fail to Undo and it will go unnoticed, and I will end up with saved file which was closed with all modifiers collapsed and no way to regain them.
    But simple adding of an Edit poly mod above all is really an answer. So the issue is closed, thank you. :)
  • kio
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    kio polycounter lvl 16
    No please not. Just add a turn to poly modifier on top of everything. This should suffice. No need to collapse anything.

    And invest some time to download an object batch exporter.
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