ZBrushCentral

correct workflow- mesh exported from ZBrush to maya Rigging

dear forum,

so i’ve managed to create a model with satisfactory level in ZBrush.
as i export it to .OBJ and imported into maya,
i noticed that it is divided into several pieces of polygons.

im pretty sure this is a feature of ZBrush,
but what do i do with it?

because im feeling like combining them all and work everything out from there.
for example,
are UVs better off worked seperated, normal maps, maybe textures,
or anything else i should know before i start with the joints?
what is the correct workflow between the seperated polygon pieces and
the joint bind in the end?

ps. i’ve read tutorials about retopolizing and
lets just say my topology is okay, for now. :stuck_out_tongue:

thank you for your continuous patience to my silly questions :slight_smile:

Is your model multiple SubTools, or just one SubTool with multiple polygroups?

only 1 subtool.
I built it with ZSpheres and when i turn the frame button On
the different color groups are there.
didnt do anything about the polygroups, i believe they’r divided by nature.

im just interested about what these polygroups for and what role
they play as in i want to import it to maya and animate this character.

also i’ve read something about an option to export it as a whole poly,
but i cannt find any options with the export button.

thanks again :slight_smile:

Tool>Export>Grp determines whether to export the model with its polygroups or not.


  • If it’s on (the default setting) then polygroups will be exported and you’ll need to look at your other app’s import settings to make sure that the points are welded upon import. (Some apps, such as C4D automatically assign each polygroup to a separate object.)
  • If it’s off, then the whole model will be exported as a single polygroup and so will remain welded regardless of your other app’s settings.
Of course, you could also just press Tool>Polygroups>Group Visible prior to exporting. That would have the same result as turning Tool>Export>Grp off, but is a bit more… permanent.