

Make sure the poly count matches the source CC3 file. 7) Export your modified Zbrush model back to CC3 (swap out). This takes a little time, as you have to hide polygroups that you don't want exported.

Keep in mind, the ZBrush map export process requires each polygroup (UV's) to be exported separately. 6) Export any maps you have created (Normal = Level 1 SubD export/ AO = Level 5 SubD export / ID = Level 5 SubD export). 5) Once the Zbrush model is finished, unhide any hidden polygroups & remove all masks. You can also hide polygroups that you don't want to mess with during the sculpting process here. 4) Immediately add Subdivisions to the ZBrush model (I usually go up to level 5) before modifying your mesh.I usually prep the model with masks on a level 5 (for cleaner edges), and then drop down to level 3 to start sculpting (eventually finishing sculpt on Level 5). You will see the avatar is reading CC3's UV assignments as Polygroups automatically. 3) Once the model is drawn in Zbrush (now a editable subtool), turn on 'Draw Polyframe' (Shift +F). This is not a big deal though,& just makes for a cleaner Zbrush file to start with. If you are just sculpting the body, you probably don't need the teeth, eyes, etc. 2) When exporting your avatar from CC3, only select the avatar's mesh's that you need. For some reason, CC3 requires itself to be opened first for Zbrush to be able to communicate correctly. Bottom line, GoZ works great, always be sure to Open your CC3 program & file before Opening ZBrush for it to work. OBJ is probably fine, but I did encounter a few issues with OBJ that I need to explore further.

So I've adjusted my workflow to maintain a 'peaceful' pipeline, always allowing for the adjusted Zbrush model to swap out the source CC3 model. As we all suspected, 'Auto-Grouping' in ZBrush will mess up CC3's entire format, and break the link from the source CC3 model. They are based on CC3's UV layout, and ZBrush with automatically interpret the UV layout into Polygroups once imported as a subtool. Since then, I've discovered the poly groups that CC3 exports to Zbrush (or any 3D program) is locked in. ReloadMeshGroupsAsMaterials() Attachments a (1.Hi gang, Well, this post was early on in my CC3 pipeline dev learning.

If not selected or selected.type ~= octane.NT_GEO_MESH then Local function reloadMeshGroupsAsMaterials() (selectedRt, 94, true, true)Īttachments a (743 Bytes) Downloaded 378 timesĬode: Select all - helper to pop-up an error dialog If not selectedRt or selectedRt.type ~= octane.NT_GEO_MESH then So have fun ZBrushers!Ĭode: Select all function updateFileData(objFile)įileData = fileData:gsub("g (%w+)", "usemtl %1") Crappy process, but hopefully the documentation on the API will improve.Īnyhow, it works without updating the mtl file. So I had to type in integers, one at a time, until I found the ones that were associated with "A_FILENAME" and "A_RELOAD". When you pass a string value as the name of an attribute it errors out.
#Zbrush polygroups how to#
This is my first Lua script - the tough part was figuring out how to get the attribute values of the Octane nodes. Mike Pavlovich was asking for this, so I made it for him. I finally made the lua script to load polygroups from ZBrush as material inputs.
