ZBrushCentral

Best workflow for textures in Cinema4D?

Hi guys,
I already searched the forum for answers, but always found different solutions to my problem and since I am very new to Zbrush, I don’t know what’s best. I experience troubles with my first try to anmiate a fish. I have modeled and sculpted until the extend that I wanted to. After that I created new topolgy for animations purposes and now I want to export the texture. As far as I know I

  1. have to set the resolution back to 1
  2. enable UV and hit GUV tiles
  3. set back the resolution to the one before
  4. click on texture, flip the texture, change size and hit “new”
  5. go to color to texture
  6. and then export it as a psd

When I import the texture into cinema, I can’t get it one the model right, besides the model is huge (when I put scale to 100) and everything is strange.

Can someone post a real detailed workflow for a noob like me, how to handle textures between zbrush and cinema? I can’t get it right.

Attachments

fish.jpg

Actually, you need to flip the texture vertically right before you export it. You’re doing the flip too soon.

Another thing that will help would be to assign a blank texture of the desired size to your model before you assign the GUVTiles. This texture should be a power of 2 in size (1024, 2048 or 4096 in most cases) and have about as many pixels as your model has points. So a 1024 texture is appropriate for a about 1 million polygons. A 2048 texture is good for 3-4 million. A 4096 texture is good for about 10-12 million.

Here are the steps:


  1. Go to level 1
  2. Enable UV’s
  3. Create a blank texture of the desired size.
  4. Press GUVTiles
  5. Export the model

  6. Go to the highest level
  7. Press Col>Txr
  8. Flip the texture vertically
  9. Export the texture
Regarding your scale issue, C4D has a setting in the options that determines the scale of OBJ’s during import and export. Unless they’ve changed things, the OBJ format will be labeled in the options as Wavefront.

Thank you very much. It all worked well. But it’s a heck of a deal for a “simple” thing like exporting a texture…

Well, think about it: You’ve got a model with no UV mapping. And technically you don’t even have a texture – which is why you’re able to paint the model even though there is no mapping. That gives you a lot of freedom! For example, you can change your UV mapping any number of times if necessary, without ever losing a lick of painting that you’ve done. And you can paint at the same time that you’re sculpting. Pretty powerful stuff.

But it does mean that you need to assign UV’s to the model before you can create a texture. And you need to actually create a texture before you can export it. :slight_smile: It’s all very logical if you consider what it actually is that you’re doing. :smiley: