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Laticis

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Everything posted by Laticis

  1. Some additional information regarding the workflow. The exported OBJ file from Zbrush Level 6 - 1.07 GB ( Imports fine - lost polypaint information on the eyeballs though not important ) The exported OBJ file from Zbrush Level 5 - 268 MB ( Imports fine - lost polypaint information on the eyeballs though not important ) Visible differences between these two were negligible, only some micro details. The exported FBX file from Zbrush Level 5 - 157 MB ( Imports fine, retained all polypaint information - but missing the poly groups ) The biggest difference was in the file size, FBX was much smaller on disk. In conclusion, would be great to use FBX files and have the sub-groups available.
  2. Hey Carlosan, Thank you for the additional input, I'll send an email to Andrew. I have also already sent one to support.
  3. Oh, just to add one other factor to this story regarding workflow....trying to polypaint in Zbrush while using layers and hiding Subtools produces this......needless to say, very troublesome working conditions....
  4. Firstly, a very big thank you for your efforts and feedback regarding this. Small update too, I managed to get the OBJ File working with the VDM brush, it was based on the resolution of the skin that was initially imported and 3DCoat had it set at [0.5] changing this to 1.0 has fixed that aspect. ------------------------------------ I imported the FBX file into Blender and it sees the sub groups as material layers and not sub groups. 3DC importing the FBX into surface mode file only sees the materials as one layer and also no groups. Regarding this, I did test three versions when exporting from ZBrush and all yielded the same result when it comes to importing for Vertex Painting: Also Exported as 2020 / 2019 Versions ( the 2020 version really bloated the file size ) Export Polygroups as Mats Export Polygroups as Selcetion Sets Exported with neither selected Funny, I have only recently started seriously trying to get comfortably with Blender and had been experimenting importing the original test files. ------------------------------------- The problem appears not completely related to 3DC but Blender as well in reading Zbrush fbx files. Yeah, I have a feeling it's got a bit to do with the outgoing ZBrush FBX ------------------------------------- You said this model is only a low polygon version testing. I can use Multiresolution on it to increase the resolution without losing the vertex colors but I think you already have a high polygon version. I discovered that too...very cool. I was also testing Fracture painting on this low poly version...that was cool too. Correct, and based of initial test, I could get away with using the 3.5Mil but will more than likely use the 14Mil Polys and just do some fine level detailing in ZBrush before the final export. Some preliminary baking test seem to be successful too. I really wanted to make sure I could hide that tongue and eyes before going too far. ------------------------------------- Thank you for the tips about the extrude tool and the Multi resolution. Also for the suggestions as well. ------------------------------------- Side note: Not sure why if I use increase resolution by resampling the model in surface moe it glitches out in pieces. I would suggest sending the file to support at 3dcoat.com for the developers took look at to see why This does not happen with Multiresolution. No probs, I'll send off the two files and a link to this thread. ------------------------------------- At least now, I get get back to the job at hand....two days of messing trying to find a workflow - but it will be worth it.
  5. Findings so far.... 3DCoat will read the polygroups on the FBX exported from the Zbrush file if imported for Per Pixel Painting or Microvertex Painting, but I can't get them to show up any other way. OBJ File works as expected, but regarding the Vertex Painting workflow it breaks when using the Stamp brush.
  6. Just some additional information, the issue on the imported OBJ file seems to be when I use the Stamp Brush. Trying the alternative route for the import of the FBX file with 'import as child' I still couldnt see groups.
  7. Hi Digman, Thank you, I have just sent you a PM Actually, no, I bypass that process. I go File / New / Vertex Painting / Import the FBX file from there. So I just tested my workflow and that would be a negative, Import as Child is not selected and my process of importing doesn't allow me to click that but I can see the panel. I'll test your alternative route
  8. Hi, I have been experimenting with a workflow. Zbrush to Sculpt < 3DCoat to Retopo and UV < ZBrush for Polygroups / Sub-d detailing and polypaint Base Color < Exporting 3.5Mil to 14Mil Polys to 3DCoat for Vertex Painting So, this does work quite well, but I am having one main issue and then a secondary. ISSUE 1: The exported FBX from ZBrush ( with polygroups ) file is coming into 3DCoat Vertex Room without subgroups/naming convention in the Sculpt Tree. I have tried exporting a few variations but don't seem to have any luck. The file will successfully import into DAZStudio with the subgroups. ISSUE 2: So I tried export as an OBJ with successful polygroups and polypaint but........when I try to use a VDM brush this happens to the mesh. ( Mesh vanishes and can't really be undone ) This does not happen with the FBX file though. The mesh seen here is just the lowpoly version for testing. MAIN OBJECTIVE: Ideally, I would like the FBX to come in with the polygroups so I can continue to paint isolated areas and add additional details to the mesh and then bake it out. Please let me know and thoughts, tips or holes in my workflow....thank you
  9. Hi Carlson, Sorry for the delayed response, I have been on leave. Happy New Year and all the best for 2024 I will try that as an exercise, but that export feature in ZBrush is extremely handed when it comes to setting up a mesh for rigging ( or surface regions ) in DAZ Studio. Making these regions in ZBrush is much faster and more efficient than DAZStudio. I am slowly chipping away at a workflow that works for me.
  10. Laticis

    LI Textures

    Just a place for final textures, smart materails and tests.
  11. From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  12. From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  13. From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  14. From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  15. From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  16. Hey Carlson, Thanks I actually watched a YouTube Video about that today and I will doing a couple of experiments with it tomorrow. Originally went looking for video that covers complete workflow for texturing multiple objects. The hoverboard I have been working on in is encouraging scrutiny of my workflow.
  17. Laticis

    Pads_Carbon.png

    From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  18. Laticis

    Pads_Rubber.png

    From the album: LI Textures

    © Adriano Di Pierro - trading as Laticis Imagery

  19. Sigh, never mind....why is that you always find the issue after posting It was just an secondary mesh underneath...another hour of my life I wont get back LOL
  20. Hi, Seeking some help once again please. This one has been driving me nuts. Simple object, simple UV with baked curvature and ambient occlusion to start with. Created a Smart Material with a hex pattern. I was expecting a little distortion after filling but I can't get it to fill the mesh correctly without these strange seams popping up and it's not from the UV. All I want to do is fill this pattern straight over the UVmap/Mesh. The UV Map looks pretty good to me. The funny thing, is after I took screenshots, some more fiddling got it to work by accident but couldn't figure out how I did it. Thought maybe because the fill layer was underneath the Curvature Layer, but trying to replicate that failed. Please see attached. Question 1: What am I doing wrong? Question 2: is there a way to create smart material fill textures with the need for curvature and ambient occlusion? P.S. The shown hex pattern is much bigger than required but easier to see the seam issues.
  21. Hi, I as soon as saw this video, I wondering if it was something that could be implemented as an algorithm to create a new method of true seamless texturing and a method of avoiding repetitive patterns when painting. Cheers Ady
  22. Hi Just to touch base on this issue again. Is there anyway to avoid the additional (and unused) vertices that 3D Coat 2023 is adding to meshes after importing mesh for UV mapping and then mesh export? It's currently affection my workflow for creating DAZ products and morphs in ZBrush. I thought I had found a workaround but it's not bullet proof and still failing on simple meshes. From what I have found after some Google searching, there seems to be scattered instances of this happening. Cheers Ady
  23. I feel safe to say and confirm this is a bug with 3DCoat I just installed 3d-Coat-V4_1-17D-64, in this version with the very same cylinder as above....no issues ( other than I dont have access to my NAS ) And from the older version, I was able to go to the textures tab at the top and Export the UV Obj from there.
  24. I just reset 3DCoat to Default settings....tried again with this cylinder not worrying about Lock Normals and got the exact same result. Extra vertices. So I then tried a simple quad sphere...one without Polygroups and one with...and that had no issues at all, vertices count remains correct. I feel this is a bug somehow, not my workflow.
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