{"id":8592,"date":"2024-06-02T18:51:35","date_gmt":"2024-06-02T18:51:35","guid":{"rendered":"https:\/\/3dcoat.com\/documentation\/?post_type=manual_documentation&#038;p=8592"},"modified":"2024-06-04T16:11:08","modified_gmt":"2024-06-04T16:11:08","slug":"zbrush-polygroups-in-3dcoat","status":"publish","type":"manual_documentation","link":"https:\/\/3dcoat.com\/documentation\/manual\/workspaces-rooms\/modeling\/zbrush-polygroups-in-3dcoat\/","title":{"rendered":"Import Zbrush Polygroups for UV mapping"},"content":{"rendered":"\n<div class=\"wp-block-getwid-table-of-contents is-style-default\"><ul class=\"wp-block-getwid-table-of-contents__list\"><li><a href=\"#gf540ed081832\">From ZBrush<\/a><\/li><\/ul><\/div>\n\n\n\n<h3 class=\"wp-block-heading\" id=\"gf540ed081832\">From ZBrush<\/h3>\n\n\n\n<p>For this step we use ZBrush demo soldier showing polygroups.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"441\" height=\"600\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image.jpeg\" alt=\"\" class=\"wp-image-8597\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image.jpeg 441w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-221x300.jpeg 221w\" sizes=\"(max-width: 441px) 100vw, 441px\" \/><\/figure>\n<\/div>\n\n\n<p> Before export the body mesh, on ZBrush Preferences &gt; Import\/Export &gt; Turn ON Export Sub groups.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"420\" height=\"256\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1.jpeg\" alt=\"\" class=\"wp-image-8598\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1.jpeg 420w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1-300x183.jpeg 300w\" sizes=\"(max-width: 420px) 100vw, 420px\" \/><\/figure>\n<\/div>\n\n\n<p>Go to 3DCoat Modeling Room &gt; Mesh &gt; Import (I have set color reference manually pressing RMB over Polygroup layer)<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"644\" height=\"573\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-2.jpeg\" alt=\"\" class=\"wp-image-8599\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-2.jpeg 644w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-2-300x267.jpeg 300w\" sizes=\"(max-width: 644px) 100vw, 644px\" \/><\/figure>\n<\/div>\n\n\n<p>Usually ZBrush models are small at import. <br \/>Use Scale master (Edit &gt; Scale master) to upsize on viewport without loose original model size.&nbsp;<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"526\" height=\"325\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image.png\" alt=\"\" class=\"wp-image-8600\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image.png 526w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-300x185.png 300w\" sizes=\"(max-width: 526px) 100vw, 526px\" \/><\/figure>\n<\/div>\n\n\n<p>Using UV &gt; UVpath you can mark seams easily on every polygroup.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"708\" height=\"600\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1.png\" alt=\"\" class=\"wp-image-8602\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1.png 708w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-1-300x254.png 300w\" sizes=\"(max-width: 708px) 100vw, 708px\" \/><\/figure>\n<\/div>\n\n\n<p>Export the model (Mesh &gt; Export)<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"252\" height=\"119\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-2.png\" alt=\"\" class=\"wp-image-8603\"\/><\/figure>\n<\/div>\n\n\n<p>Importing into ZBrush: <\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>no error popup .<\/li>\n\n\n\n<li>The model keep Polygroups and also Morph UV is working fine.<\/li>\n<\/ul>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"465\" height=\"600\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-3.jpeg\" alt=\"\" class=\"wp-image-8604\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-3.jpeg 465w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/image-3-233x300.jpeg 233w\" sizes=\"(max-width: 465px) 100vw, 465px\" \/><\/figure>\n<\/div>\n\n\n<h3 class=\"wp-block-heading\" id=\"gb7f6640b7abf\">Import into DAZ<\/h3>\n\n\n\n<p>In this step, we imported the model to which we added the UVs in 3DCoat into DAZ.<\/p>\n\n\n\n<p>Polygroups (or as DAZ calls them Face Groups) only show up in one place, under &#8216;Tools Settings&#8217; Tab with &#8216;Geometry Editor&#8217; Selected.<\/p>\n\n\n<div class=\"wp-block-image\">\n<figure class=\"aligncenter size-full\"><img decoding=\"async\" width=\"946\" height=\"623\" src=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/daz_facegroup.jpg\" alt=\"\" class=\"wp-image-8611\" srcset=\"https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/daz_facegroup.jpg 946w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/daz_facegroup-300x198.jpg 300w, https:\/\/3dcoat.com\/documentation\/wp-content\/uploads\/2024\/06\/daz_facegroup-768x506.jpg 768w\" sizes=\"(max-width: 946px) 100vw, 946px\" \/><\/figure>\n<\/div>\n\n\n<p>The two main things about &#8216;Face Groups&#8217; in DAZ  <\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>it is required when rigging, we assign bones to them, which in turns helps with weight mapping. <\/li>\n\n\n\n<li>they can be used to create Surface Materials.<\/li>\n<\/ul>\n\n\n\n<p>With a Face Group Selected (by pressing the + symbol) and then Right Clicking in Scene opens up functions for that selection. <br \/>In this case, if I wanted to I could assign a surface region to one Face Group. <br \/>Right Click over,  on Geometry Assignment select Create Surface from Selected.<\/p>\n","protected":false},"author":3,"featured_media":0,"parent":2264,"menu_order":4,"template":"","manualdocumentationcategory":[9],"manual_doc_tag":[147],"class_list":["post-8592","manual_documentation","type-manual_documentation","status-publish","hentry","manualdocumentationcategory-manual","manual_doc_tag-polygroups"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v24.3 - 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