It should look fine when on the model itself. That should only apply to human eyes, not to how the computer will read and display the texture. So the importer has to be a bit more specific in order to use that extra information. Polypaint is just a vertex-color property, and as far as I know vertex-colors are not a standard part of the OBJ file format. ZBrush will save an OBJ with it’s polypaint data as long as the tool actually has polypaint on when you export, but from there on out it’s up to the program you’re trying to open it with to do the rest. Simply put: Zbrush will export polypaint information easily enough, but not every program will import it. Thanks for responding Cyrid, I will read as much as I can about what xnormmal is as i can, maybe something will click.įor the first part Im not sure what you are talking about When I am able to make uv’s they produce the most bizarre files, taking what was scrambled in new from polypaint and pixolating the hell out of it into lots of dots or just stuff that looks like a jpeg error.ĭoing the uv thing takes a LONG LONG time (way over an hour) and I don’t even know what I’m making it for other then I have tried everything else and nothing works.Īnyhow I have spent three days and a lot more bandwidth then I can afford on this project and have gotten nowhere so far so I will have to stop till next month. Making UV’s with the Uv pallet makes this worse or in most cases just hangs or crashes ZBrush. New From Polypaint makes a wild scrambled mess… I got Xnormal but have no clue what to do with it. Clone the map to send it to the texture palette where you can then flip it vertically and export.įor the first part Im not sure what you are talking about, but on the second part you have nailed where the problem seems to be I guess (the uv bit). The alternative is to give the tool a set of UVs, and use Tool: Texture Map: New From Polypaint to convert the polypaint into a texture. Xnormal should be able to read the data, and possibly a few other programs (some programs you may have to set up the material to use the vertex color data for the diffuse, while others might not even both to read the vertex color when importing the OBJ so polypaint would be useless in those cases). obj UVs, automatic creation of colour ID maps and bump maps, and a ton of other little things that bug the day-to-day ZBrush user.If you export the OBJ while polypaint is on, it should export with it. It includes things like framing selected SubTools, automatically going to a mesh’s lowest or highest subdivision level, toggling dynamic subdivision, automatic flipping of. There are 36 functions available from the one menu panel, covering a variety of useful shortcuts and helpers. Here’s another collection of useful scripts, this time from creature artist Eric Blondin. ZSceneManager runs as a separate app so the window has to hover over the top of ZBrush, but there’s a ton of useful functionality here for power users. It also employs a traditional shift-multiple-select system, unlike the willfully eccentric SubTools menu. There’s a bunch of options accessible via a right-click menu, although export/GoZ selected SubTools and user-definable commands are limited to the Pro version. In short, it provides a dedicated window in which you can see all your SubTools, hide/show selected elements, enable/disable Polypaint, access subdivision levels, and loads more. Cue ZSceneManager – available in a feature-limited free version and a ‘Pro’ version for $29. If you’re sculpting huge models with loads of separate elements, it doesn’t take long for ZBrush’s meagre SubTools menu to be become overloaded, which makes keeping track of everything a real chore. With other tools for handling brush settings, masking, global subdivision and more, this pack is well worth installing. The main highlights include tools to help you load and save specific projects and ZTools to and from a user-defined ZStartup directory a SubTool batch-renaming scheme options for setting SubTool visibility and a clever system for adding subdivision levels to a high-res model that doesn’t have any. The collection contains ten tools, plus nine miscellaneous scripts, all accessed from one menu panel. NicksTools ZBrush pluginĪrtist Nick Miller has put together this collection of tools and scripts to automate some of ZBrush’s workflow and add a few new features. Once the 2.5D terrain image is completed to your liking, the ‘Make 3D’ button grabs the height map and generates a displaced plane, which you can then sculpt as normal or export into another app for texturing and rendering. It operates within ZBrush’s 2.5D workspace, with brushes to add hills and valleys, terraces and rivers, plus filters to carve different types of erosion into the landscape. This brand new plugin – also by from Ignacio Cabrera Peña (currently only available for Windows ) – offers a set of tools for creating realistic terrain.
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