Podcreature opened this issue on Dec 29, 2015 ยท 75 posts
Podcreature posted Thu, 31 December 2015 at 5:54 PM
Wow! Thanks everyone for all the info. Don't worry, I can't be given too much at this point. I'm glad to see that I seem to have options. @Kerwin: Yeah I was thinking the trial could serve for now, but why learn another program that I'm inevitably not going to buy? Might as well focus on the one's I'll be using in the end. Notepad++ ...noted. I'll grab it. So there don't happen to be any video tutorials on this subject? Hell, I'll be an art slave for some tutoring if anyone wants to show me how to navigate an obj in text format. I'm a very visual learner, and more creative than technical. It's why ZBrush is my comfort zone.
About welding changing the vertex order: In the tutorial by Darkedge, he copies the vertex order from the original, and imports it back to the modified and welded one. Or something like that. I need to re-watch. But yeah, I'd just be doing it for a base mesh at this point, though I'll be morphing later, my morphs -shouldn't- break things unless ZB has a brain fart. I've made quite a few morphs for fun on the legacy models just to experiment and only a couple times did ZB reorder verts. (I didn't modify topology, only sculpted, on all tests.)
@Cnolte: What a great walkthrough! Thank you, and as a Blender user, I'm extremely likely to try this out. I have to un-rust every time I navigate in Blender, but I'll catch on. I'll most likely come back to this and test it for myself once I share the next baby steps in progress I've taken with you guys. Since I've decided to experiment a little.
Ok, so I decided to just export my model from ZBrush grouped and bring it right into UV Mapper Pro to see what happens. It actually looks like this is on eof those times ZBrush didn't export the polygroups split up. Maybe only importing to Blender did that, I am not used to working with ZB and other applications. I selected all vertices and hit "weld" so hopefully that fixed anything that I might not have noticed. It reported 0 vertices welded, so there must have been nothing to fix. The UV's came over too so that's kinda neat. I mean they should but in my ignorance I always expect things not to work. I didn't know if ZB materials would make it over but they seem to have, which, I don't really need... I was kindof thinking of just keeping the texture and bump map, but thought I might add materials later. How do I keep the groups and get rid of the materials in UV Mapper? Or is that just a bad idea?
The groups were never given proper names. I don't think I can do that in ZBrush - Googled but found no answer yet. I can rename the parts in Poser though, right?
In UV Mapper: Group