I’m having issues going from max to zbrush, sculpting and then exporting back to max. The model I get back is the size of godzilla on steroids. Anyone know what I’m doing wrong? BTW why is everyone using a picture for the word “scale” is that new in 3.5?
I was having a problem with the scaling changing upon importing/exporting between Maya and ZBrush.
I read a bunch of the tips on how to fix the problem using Morph Targets and other suggestions.
In the end I found a very simple fix, just change the “Export Scale Factor” in Zbrush from 1 to 0.
I’ve used this to chop the head off of a single mesh, making two new subtools with all of the previous details included on both tools.
This will also include the changed topology where the holes would be.
Then you can re-import back to Zbrush transferring all previous details to as many objects as you want.
The only fixing needed is where the new “Low Poly” mesh does not match the “detailed models lowest SubD silhouette.”
The newly generated surface will obviously just be smoothed with no details, ready to sculpt as expected.
had this problem a while ago, found a solution to my workflow that eradicated it…
it is similar to Aurick solution, but i always use the same Ztool to start from:
.I made many test till i had a tool that didnt have any scaling issue (with a cylinder) and once i got the sclaling right from Zbrush to maya:
always use that ztool (or any ztool resulting from that one) to import over it.
basicly, my new workflow is:
1.creating model in maya to the scale we use at work, export obj
2.load my cylinder base ztool
3.import my new model over it and start working.
4.if i need to import new parts for subtool, i clone the new rightly scaled model and improt over it. Finaly, i append it to my main tool.
from then on, it doesn’t matter wich tool o start form as long as it is one with correct scale.
here is the file if you want to try it, let me know if it helps (its called Base_ZB3_Position_Level.zip)
Right. I’ve read through this entire thread and havn’t found anything that works for me yet, so here is my problem:
I started out with my Base model creations in 3DS Max, built to a good scale, where the height of the character is approx. 2 meters tall.
These all imported into Zbrush just fine, and I’ve been working on them as normal. But I want to be able to export the newly sculpted elements of my character back in Max and maintain this scale, which isn’t happening.
Only the subtool at the top of the stack exports correctly. All subtools beneath export at a tiny size. I have checked the Scale and Offsett settings and they are the same between the tools. this is true of both Zbrush->Max, and Zbrush->Zbrush
As a workaround, I am hand scaling the OBJs I bring into Max to match the original scale and then rexporting them back out after I have adjusted them/added new subtools - but this is far too impractical and imprecise for the project i’m on!
Any ideas?
I don’t know either, I am trying to hand scale everything as well. This is driving me nuts! I have spent about a full day trying to get my scale back that worked correctly in 3.12 istead of sculpting. Not cool.
any ideas guys?
would be very greatly appreciated
It depends on the version of the programs your using, some scaling option defaults have been changed. An idea I had for you was to delete the top subtool after exporting, and then export the subtool that replaces it’s position at the top. If the top subtool exports fine, just make sure each subtool is at the top of the list before exporting.
Not the official method, but it might work. Hope it helps.
Dryn,
I can’t reproduce your problem. Zbrush 3.5 R3, 3DSMAX 2008. Steps I’m following:
- 3DSMax => Create Cube => Export Selected to OBJ (Vertex Scale set to 1.0)
- Zbrush => Import => Export OBJ (leaving Scale and Offset values to default set at import of object)
- 3DSMax => Import OBJ (Vertex Scale 1.0)
This, on my system, results in a editable mesh, plopped right down 1:1 on top of the original. I also made a couple duplicates (read that “subtools”), smoothed them and exported them and then imported them into ZBrush. Appending them to each other resulted in the expected position and relationships. Each exported, root subtool or the others, and imported back into 3DSMax in the expected positions. The only way I could get the tiny tiny objects that you describe is if I mess with the export settings that Zbrush puts on the objects when it brings them in. If I do that, reducing them to 1.0, then the resulting export is a very tiny copy of the original.
Could you detail the version of software you’re using and very specifically each step you’re taking? Or do you have a file you can share so I can take a look and see what we might be doing differently?
ok… I finally resolved it.
What I had to do was pretty bizarre
I found a previous WIP ZTool where the top subtool was exporting correctly at the right scale. I checked the export options, and it was set to 1000.
So I then went back to my most recent Ztool, and set each subtool to 1000 scale and then cloned them.
I then went back and reappended each one onto the older tool and they were all correct in the right position. I double checked each one by exporting it out to max, and it was fine and working!
Long story short… Before you append a new subtool, check the scale under exports is the same as the one on the top of your stack!
I wanted to add what I had to do to fix a scale issue today.
I sculpted two Zsphere models. The second zsphere model is subtool of first zsphere model. I then wanted to model a base platform in XSI and append it. So I converted my two zsphere models to Unified Mesh and exported them to XSI. Modeled my base platform in XSI using my two objects from ZBrush as scale reference, and exported it as OBJ. When appending it to my Zsphere model back in ZBrush the scale and placement was off. So I:
- Append new obj in Zbrush
- Set the export options for that obj to Scale=1, Offsett=0,0,0
- Import the obj a second time over the top of the first. -OBJ will snap to correct scale and placement.
Now when I export from zbrush to XSI or vice versa, everything is in correct scale and placement.
Looks like you people need to change to lightwave … never had a single problem (at least problems that i didn’t create myself) when it comes to im/exporting obj’s from and to lightwave but it looks like i am going to have to wait a loooooooong time for GoZ for lightwave … oh well you can’t have everything
This week I appear to have had the same problem as everyone else. I imported some 3ds max obj files and they were offset. Then I exported a test ZSphere 2 sketch that was sculpted around them. Inside 3ds max, the sketch mesh was tiny. I found this thread, but none of the answers here helped.
Here’s my simple solution:
- I use PolyMesh3D as the loaded tool when importing new meshes.
- Before importing, unfold the Export menu for PolyMesh3D. In version 3.1, the default scale was 1, but in version 3.5, it’s 0. Set it to 1.
- Import your model.
- Repeat steps 1 - 3 each time ZBrush restarts as PolyMesh3D’s scale will reset back to 0. (Pixologic please fix this. No mesh should ever start off with a default scale other than 100%.)
I don’t know if this will solve everyone’s problems, but it appears to have solved all of mine. The models import and export at the appropriate scale and pivot points just like they did in 3.1.
Still having the same issue with Zbrush obj export to 3DS Max, I loaded original ztl, append my retopologized model(as adaptive skin), export, and the scale in max is still tiny. This manual hand scaling thing is really a pain. Is there a fix coming soon?
I have two solution to the problem!
- manual project high level subdivision.
when you finish retopo or change some edge else, you must import the obj mesh twice. first when you import the object you will find original object smaller. then you to tool<export, set scale 1, XYZ offset 0, import the object again , you will find it change back. next you maybe manual reproject high level subdivision
2.auto
first you export the subtool which you want retopo without change any export setting. then retopo or change the export mesh, import you will find it reproject high level automatically. what the most import thing to do is that you must export the subtool mesh first because the next import or export depend on the first setting
I am a beginner and hope this method can help for you. my English are not well. [email protected]
Attachments
Okay, So I’m going to add a new level of complexity to this mess. Listen to these odd results… I have two old ztools worked on completely in zbrush 3.0 using the maya bash mesh to zbrush workflow.
One is the posed character and the other is the A-pose of the same character ready to be rigged. I had some extra details that I added in to the A-pose of the character that I never got to add in to the final pose and do a render of.
So I decided today to make new displacements from the A-pose and then apply them to the posed character base mesh and do a new render. Little did I know that 3.5r was going to make me spend hours trying to make this work.
I have the correct scale base mesh in maya, has anyone had any luck with re-importing the lowest rez bash mesh at the proper size to fix the ztool scale problems? A messy work around is that if I up my alpha gain and offset values to 100.0 and -50.0 I can get my displaced details to render. Problem is it kind of defeats the purpose of using a 32 bit displacement map if you don’t know what scale you’re generating from in zbrush since you’ll end up playing with the alpha gain and offset values to get it to look right instead of just inputting the normal 1.0 and -0.5 and being done with it.
I think the import and the export base on the setting you first import or export,
If you export mesh first from zbrush the mess scale will base on the zbrush coordinate, and when you tr
If you export mesh first from maya , then import into zbrush ,it will base on maya.
so you must decide which mess scale you want base on. or you can import mesh into zbrush when you find the mesh scale change and the export setting is also change. then make it to default setting , and you just import again, it will better
Classic.
So I’ve been working on a character for a couple of weeks. During that time I’ve been merrily exporting and importing obj files to and from both Max and Maya without any trouble at all. Then suddenly I find that when I import any of my previous obj files I have an offset that wasn’t there before. I tried every combination of appending subtools to each other and manually copying the scale values between Export rollouts with the usual results, so I started going through previous iterations of my ztool file, and lo and behold the offset suddenly disappears between 5 and 6 versions back. The kicker is that the broken one was saved only 5 minutes after the last unbroken one, and the only difference between the two files is some minor detailing on the highest subdiv level, on the knuckles.
I tell you this, if this nonsense isn’t fixed in v4 I’ll be switching to Mudbox.
So I’ve tried these solutions and I still can’t seem to get anything working properly. The latest problem I’ve got is I have a base mesh in zbrush that I exported to maya. Next I built some armor pieces and a belt for him. Then when I bring in the belt and armor it’s not in the right position and it’s too big. However within zbrush my base mesh is correctly scaled with relation to the other subtools already in zbrush. It’s just the new meshes that wont import properly. I’ve tried all the solutions in this thread but nothing seems to be working. I’ve never had so many problems with importing/exporting before. I really hope that zbrush 4 doesn’t have this problem. Can anyone confirm that this is no longer a problem in ZB4?
Would be great if there was an ‘import to maya/max/etc’ option, so that the world space could be converted
Trybal’s solution works here with z4. Scale to 1 gives a consistent object center in and out of Z4, as well as correct scaling. It does not appear to be the default for new zsphere models at least. Scaling on those lists as zero. Moral of the story, before you export check that little setting.