![]() Somehow the texture didn't work and was not imported into unity. I'm making a game and currently my issue is that Sculptris exports the 3d object that I painted as a Wavefront 3d Object (.obj) but when I imported it into unity, the 3d object that I made in sculptris was non-textured. Ok…wow…yeah we totally didnt cover this but the guide can still be used…what you want to do is export your base object from zb…then use cinema to create a clean uv…after you have done this you can export the obj with new uvs using riptide…then in zb you want to go to tools…import…and then import the obj that has your new uvs…now re export your disp maps and textures…then apply these to the uv edited obj in cinema…this should help…and you don’t even have to resculpt…and remember to use riptide at all steps…and dont use any tools that change the number of points…as far as trying to get as much detail as possible into your texture map and texture size…well you can use multiple textures on 1 object ) it like doing a multi object set up…but only uses 1 object…hope this helps and If you don’t understand something just post back and I’ll try to clear up my explanation.Īnd for polygroups since you are using 1 object you can eport from zb with groups…just make sure that you have split by group turned off in riptide when importing it into cinema…I kinda fudged up when doing my research into that stuff a few months back and have learned much more since…anyways once more anymore questions or clarification just ask…and as far as detail dissapearing…I would have to think either your hieght is set wrong or you are not using a subpoly that matches your maximum zb subd level…also if using 32bit try setting the A.D.I'm seeing alot of answers and have googled the problem but I can't seem to find an answer. Īlso, it may be a question of using the correct settings in Riptide for the import. Anyone with experience of successfully exporting ZBrush made models to C4D? If so please share the formula. It does seem that the UVs were more accurate as far as the RGB texture map is concerned, but the displacement is still no happening - I would say that I am missing 70+ percent of the detail.Īt any rate I’m not getting good results. I did not experience that the model imported as separate objects when “GRP” was turned on, but as just one model with selection sets corresponding to the Polygroups. I am exporting with “GRP” turned off and this has the effect of leaving ZBrush’s automatically generated “Polygroups” out, (and that seems a loss since they are useful if you want to rig the character). So far this is not working, and it seems that the problem is perhaps with point order and also UVs. At the moment I am experimenting with making a model in ZBrush (using Zspheres) and then bringing it to C4D for the render. The Zbrush to C4D pipeline tutorial deals with bringing a model from C4D to ZBrush to create Dmaps and then back again for the render in C4D. Ideally I’d like to do alot of the texturing in ZBrush and then put the final touches on in Bodypaint. If I want to get a good result with Cinema do I need to bring the ZBrush built model into Cinema to sort the UVs and then go back to ZBrush to create the displacement maps? The beautiful results obtained in ZBrush seem to get lost in the translation to Cinema. ![]() Also the displacement is really no good, and after a reasonable amount of experimentation I can’t seem to get a good result. jpg I have attached there are alot of seams in the texture resulting from the bad read on UVs. It also seems that Cinema does not read this kind of UV layout properly. The way ZBrush generates UVs - evenly and rectilinearly - is very different from anything that Cinema/Bodypaint UV Mapping tool has ever done in my experience. ![]() ) and exported to C4D via Riptide, and included the texture map, displacement map, UVs, and also groups. I made a quick character model with Zspheres (this is the best organic modeling system I have ever tried!! So easy and fast.
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