Yup. If you started your model in zbrush using GoZ is the quickest method to move your mesh between apps. Pressing one button instead of exporting and reimporting are extra steps that are no longer needed. The default zsphere in zbrush is very small in 3dsmax. Most people use the default zsphere to start a character in…
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…
i think it's general good practice to start a model in max at the scale you require, then go into zbrush to sculpt and detail it. that way, assuming you make sure to transfer your files back and forth using OBJ format and setting scale to 1.0 in the im/exporter dialogs, it won't change later on. in your case, exporting a…
Thanks all for the advice! Musashidan, I just purchased Styx. If it works, $5 will be a small price to pay to rectify the worst workflow problem I've ever encountered. Thanks!
The best advice I can give is to buy the Styx plugin. Simply put it completely erases the ZB to Max/Maya scale headaches. There are many ways to set up a system to bridge ZB and keep your scale consistent but since getting Styx I have a perfect bridge that works 100%. I have nothing to do with the dev but this tool has…
@mikejkelley No problem, mate. Yes, Styx preserves UVs. It just basically does a 'copy to clipboard/paste' of the .obj(which is a human-readable text file) 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.