ZBrushCentral

C4D --> goZbrush--> C4D normals get flipped??

This is driving me crazy :mad:

When I use go zBrush my models shows fine in zBrush, when I go back to C4D
and select a poly the Normals are all reversed.

How can I fix this issue?

I try flipping the normals in zBrush but it makes my model do wacky things.

Please help!

I don’t mean to sound like a bummer but zBrush is completely useless for me.

I say this because of the flip normal issue.

Yes I have heard of the work around…

flip and double side, make morph target, then sculpt…

Sure that fixes the problem with the flipped normals but now back in C4D the rotational tool is messed up, I can’t rotate the objects on there access properly. This only happens when I use an object from zBrush.

Please if anyone out there who uses C4D and zBrush understands what I speak about and knows how to get around this problem I would love to know.

I pray that this bug can be fixed cause I hate the fact that I can’t use this software.

Cheers

can you flip the normals in c4d? just do it then if you can.

also, the problem arises when you use goZ correct?
You could do it the old fashioned way for now. At least that way you can work until someone figures out what the deal is. (I wouldn’t expect anything with 3.5 right around the corner though)

C4D’s .obj handler is rather weak. You’ll want to beef it up with Riptide (or better yet, Riptide Pro) to move .obj’s (Base mesh, or at least <750K polygons) into C4D. Riptide will correct your normals at import/export time.

http://skinprops.com/riptide.php

I've worked back and forth from ZB to C4D (both V2 and V3 Zbrush) without much hassle at all. (I haven't had a chance to try GoZ as it's Mac-only right now, but I hardly have found the lack of GoZ to be a handicap or diminish ZB's use as a sculpting/detailing system.)

Also, you should possibly look at this. It’s old, but will probably have some tips you might be able to use: http://www.pixologic.com/docs/index.php/ZBrush_to_Cinema4D

-K

[MERGED THREAD]

Thanks for all of your advice guys. Yes I have flipping the normals, but that is not the problem the normals are correct(with the work around) but the axis is now messed up. I do have riptide pro, this is in regards to goz. I will try the riptide pro workflow.

Its really weird… when I try to rotate the object in C4D say on the y axis it won’t let me do so. If I put the object in a HN it works fine, if I take it out of HN the axis is all messed up again.

I will see what I can do its just that I am in the middle of a big project so this is more frustrating than it normally would be. I am sure you guys can understand.

One other thing I can’t find the ADE plugin I am on a Mac, anyone know where I can get it. The link at pixelogic is broke!

I assume the ADE plugin refers to exporting displacement maps. This is outdated for zbrush 3.2 for Mac. Use the displacement section in the Tool pallete.

Richard

Never trust a new feature on a hot project. :smiley: The traditional import/export through Riptide is a safer route. You don’t need ADE or Zmapper with ZB 3.2 Mac . . . you can make your maps from the Normal and Displacement subpallets. (It’s inconsistent between Mac 3.1 and PC 3.1 versions. On the Mac, for example, you may need to set preferences for how you want your normal maps created, etc.)

http://www.pixologic.com/docs/index.php/Displacement_Maps
http://www.pixologic.com/docs/index.php/Creating_Displacement_Maps
http://www.pixologic.com/docs/index.php/Exporting_Displacement_Maps

http://www.pixologic.com/docs/index.php/Normal_Maps
http://www.pixologic.com/docs/index.php/Creating_Normal_Maps
http://www.pixologic.com/docs/index.php/Exporting_Normal_Maps
http://www.pixologic.com/docs/index.php/Preferences_Palette#Importexport_Subpalette

-K

Thank you Kerwin these links are great I will check them out.

Thanks for all you info it helped greatly, I have found thet the riptide way is working great, so maybe its not that useless, lol :smiley: