I haven't got Zbrush 2 yet, but I was wondering if it kept max material IDs? The reason is that I will be splitting a model I am creating into head, upper and lower materials. I've written a max script that splits the model into seperate models for each part, and was hoping that I could export the complete unsplit model into zbrush, build a hires model, then take it back into max and use the same script.
So - if I take a model with material IDs into zbrush, work it and then take it out, will it still have them? Or will the import/export formats (it doesnt accept .max) lose this information by default anyway?
Replies
If you can set smoothing groups to relate to mat id's then you could probly go this way (exporting the user normals in the obj export dialog).
If you are using it to paint textures, you'll have to have all of your UVs non-overlapping (which beats the point of separate materials/textures). So it really sucks for that.
If you're using it to create displacement maps from highrez/lowrez, you can. There's a plugin called "multi-displacement". You basically have to have each of your material's UVs in a different offset UV space. 0-1 for the first, 1-2 for the next, etc. It works by treating each of those as a separate texture to create the displacement.
If you're using it to create normal maps: don't bother. There's no multi-normalmap plugin. Plus I don't like the restrictions it incurs to normal map inside zBrush. Just build your high rez geo and export it out and create your normal maps in whatever other program you like.
Oh yeah, it also ignores all smoothing information, no matter what. It sets everything to faceted. Sucks.
It would be great if this wasn't at necessary-after all, I came here looking for a better way since my script needs the vertex order to remain the same. I did some tests with Zbrush's FBX importer but it also suffers the mat ID issue.