Seeking some advice please and any insight regarding an issue I am dealing with.
Software being used:
3DCoat 2023.27 / DAZ Studio 4.21 / ZBrush 2022.0.7 / Windows 10
Issue:
Exported file size from 3DCoat larger than expected and the exported file disables my ability to create morphs or updates using the original base mesh.
Process:
I have created a cluster of rocks, with a decimated triangulated mesh in ZBrush and created a UV Map at 4096 x 4096 - File Size after export = 5,328 KB
The UV Map created in ZBrush was full of under-utilized space, so I brought it into 3DCoat to utilize the UV packing features.
Imported settings attached and the result of repacking the UV's in 3DCoat.
New UV Map applied and the mesh exported - File Size after export = 8,649 KB
New mesh Imported into DAZ Studio.
New mesh would not accept changes made in Zbrush to the original mesh via GoZ
Problem:
The first noticeable difference is the file size exported from 3D Coat is quite larger compared to the original from ZBrush.
I started looking at this because when I re-imported the new mesh from 3DCoat and I wanted to create an adjustment morph for the rocks.
For this I generally work with ZBrush and GOZ and create the morph or adjust the placement of the rocks.
Unfortunately, I could not do that with the newly imported mesh and the original file.
It not a big issue, because I can just port the new mesh.
But I wanted to know why. Its generally because the vertices count changes which is what my initial assessment was.
After comparing the original file and exported file from 3DCoat, in Zbrush I get the following results: same poly count:77,538
BUT the Active Point count was different:
Zbrush Original mesh: 39,239
Exported 3D Coat mesh: 77,607
So, ran Mesh Integrity & Fix Mesh in ZBrush and this certainly worked, repairing the imported 3DCoat mesh rverting the mesh back to 39,239 active points while maintaining the new UV's created.
Not only that, during the process the repaired 3DCoat mesh with UV's 4096 x 4096 has a new file size: after export = 4,806 KB
But even now, with the matching polys and points match, I can't create a morph or mesh change from the original mesh to the new.
Questions:
Why does there seem to be extra vertices created by 3DCoat upon export of the mesh?
Why if the mesh is now match after repair it wont recognise chnage to the original mesh?
Am I doing something wrong?
All I wanted to do was to update the UV's but boy, did that lead me down a rabbit hole
Any input, feedback or advice is greatly appreciated.
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Question
Laticis
Hi,
Seeking some advice please and any insight regarding an issue I am dealing with.
Software being used:
3DCoat 2023.27 / DAZ Studio 4.21 / ZBrush 2022.0.7 / Windows 10
Issue:
Exported file size from 3DCoat larger than expected and the exported file disables my ability to create morphs or updates using the original base mesh.
Process:
I have created a cluster of rocks, with a decimated triangulated mesh in ZBrush and created a UV Map at 4096 x 4096 - File Size after export = 5,328 KB
The UV Map created in ZBrush was full of under-utilized space, so I brought it into 3DCoat to utilize the UV packing features.
Imported settings attached and the result of repacking the UV's in 3DCoat.
New UV Map applied and the mesh exported - File Size after export = 8,649 KB
New mesh Imported into DAZ Studio.
New mesh would not accept changes made in Zbrush to the original mesh via GoZ
Problem:
The first noticeable difference is the file size exported from 3D Coat is quite larger compared to the original from ZBrush.
I started looking at this because when I re-imported the new mesh from 3DCoat and I wanted to create an adjustment morph for the rocks.
For this I generally work with ZBrush and GOZ and create the morph or adjust the placement of the rocks.
Unfortunately, I could not do that with the newly imported mesh and the original file.
It not a big issue, because I can just port the new mesh.
But I wanted to know why. Its generally because the vertices count changes which is what my initial assessment was.
After comparing the original file and exported file from 3DCoat, in Zbrush I get the following results: same poly count: 77,538
BUT the Active Point count was different:
Zbrush Original mesh: 39,239
Exported 3D Coat mesh: 77,607
So, ran Mesh Integrity & Fix Mesh in ZBrush and this certainly worked, repairing the imported 3DCoat mesh rverting the mesh back to 39,239 active points while maintaining the new UV's created.
Not only that, during the process the repaired 3DCoat mesh with UV's 4096 x 4096 has a new file size: after export = 4,806 KB
But even now, with the matching polys and points match, I can't create a morph or mesh change from the original mesh to the new.
Questions:
Why does there seem to be extra vertices created by 3DCoat upon export of the mesh?
Why if the mesh is now match after repair it wont recognise chnage to the original mesh?
Am I doing something wrong?
All I wanted to do was to update the UV's but boy, did that lead me down a rabbit hole
Any input, feedback or advice is greatly appreciated.
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