What does it do? Zbrush doesnt have the concept of smoothing groups. Can you use those to drive creases? Polygroups? What does it actually do?
The Smooth Group Import plugin for ZBrush helps you import models with smoothing groups from other 3D software like 3ds Max or Maya, making sure the smooth and hard edges are preserved. This keeps your model's surface details intact, saving you time by not having to adjust the smoothing manually in ZBrush, especially useful for hard-surface models.
@AlbertS : but that's the thing though : Zbrush doesn't have any way to store or display hard or smooth eges since *everything* is hard facetted in it. Hence the question of what this plugin actullay does - likely, interpreting the groups (as opposed to the edges) as some sort of data that Zbrush can then leverage when stepping up.
I am actually quite curious about this as I was just meaning to dust off my (barely used) Zbrush install and rework my custom panels and hotkeys.
I think OP meant what zbrush calls "creases" probably. A way to turn hard edges to zbrush creases so hard edge would stay hard when you hit "divide" button. It's possible to do if you apply a separate material to each smooth group in your 3d soft and zbrush would import it as fbx polygroups. Then its "creasePG" button in zbrush . For Blender I am pretty sure chat GPT could make you such a script .
Also it's possible to make those polygroups automatically directly in zbrush by "Groups by Normals" works quite ok on hard surfaces .
But usually hard/split and smooth edges are something from gamedev only area Zbrush never focused on. You do them after Zbrush on retopo, remeshed things usually , not on something sculpted . You need evenly tessellated quads only model to work on in zbrush . In game model rarely do so.
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You can put your tech questions here.
I am actually quite curious about this as I was just meaning to dust off my (barely used) Zbrush install and rework my custom panels and hotkeys.