ZBrushCentral

Blender-Zbrush UV Procedure

Hello,

I’m a hardcore Blender modeler and just learning to use ZBrush. I like the program, but I still think I’d prefer to model in Blender. What I like the best is the ability to paint right onto the model in ZBrush with the projection master–painting a flat UV map is a gigantic pain. But! I don’t know the procedure to get models back and forth from Blender to ZBrush in order to paint them. So, here is what I want to do:

  1. Export a model created in Blender into ZBrush
  2. Paint the model in ZBrush, and somehow store that color information as a UV map
  3. Import the UV map created in ZBrush into Blender, stick it to my model, and use the Blender internal renderer to render it.

So how do I do that? I’d appreciate help with details, like what options to select, what file types to use, etc. Just assume I’m a total beginner :stuck_out_tongue:

I cannot assist you with the Blender side of things, but the ZBrush side is easy.

After importing your model into ZBrush, create a blank texture for the model. Best sizes are 1024x1024, 2048x2048 or 4096x4096.

Next, press Tool>Texture>GUVTiles or AUVTiles to apply the UV mapping and prep the model for painting. (This step does not need doing if you UV mapped the model in Blender before exporting to ZBrush.)

Use Projection Master to paint your texture.

Press Texture>Flip V to flip the texture vertically, then Texture>Export to send it out of ZBrush.

If you’re using ZBrush-created UV mapping, press Tool>Export to send the model out of ZBrush. Be sure to use the OBJ format, since DXF does not include UV’s.

Now you just need to load the model in Blender and apply the texture by whatever means Blender uses.

Just a side note. I’ve been playing around alittle with Blenders current stable release, and I have noticed, that it has issues dealing with larger polygon models, in the obj. format. I’m a newb @ Blender so it could just be User Error.

hmm im actually just in the process of trying to document how Zbrush and Blender can be used together. There would be an easy way with the current CVS release to copy over UVs (theres a new object script called UVcopy). However somewhere in the process the face order gets changed. You can see the thread here for details :

http://blenderartists.org/forum/showthread.php?p=618116#post618116

However i have not yet figured out where the face order gets changed so that we cant use UVcopy right now yet.

Aurick, does Zbrush retain face order on import?
jackskelyton , If I can assist in the meantime, drop me a PM.

Cheers
E.

Sirquadalot, thats the second problem i figured does exist. Its like the meshes are too dense to be handled at some point. The problem gets visible as soon as you turn on raytraced shadows.

Hy!

I’m fairly new to Zbrush. I also want to use it with Blender, my problem is that I don’t know if it is possible to convert a tool’s applied material into an auvtiled texture. How can I do this?

To be more exact, I want to use one of froyd’s natural wood materials, it looks great on my tree model in Zbrsuh. And I want it to have the same look in Blender. Is it possible?

Thx in advance!

There is a way, but the results are somewhat mixed.

First, you need to set the lighting up so that there are NO shadows in the scene. The lighting must be completely uniform.

Next, drop the model to the canvas with Projection Master. Shaded and Fade should both be on. Paint the material that you want to use onto the surface. Pick the model up and rotate to a new angle. Repeat until you’re done.

Shaded allows Projection Master to get color from the material. Fade allows the various angles to blend together. This whole process lets you take the colors from the material and transfer that info to the AUVTiles-mapped texture.