![]() So I can export my shirt as a clone with a single polygroup on. In the main time I found a proper work around that solved my matter: Learning how to use Zbrush with a focus on Poser clothing is what I would like to learn properly. I'm following your suggetsion however, what do you mean by: "visit the zbrush section over at hivewire", do you mean Link to Commercial Site removed If yeas thanks again, that's a web site that I dont know jet. Hi lannabulls, if you're interested in zbrush for clothing you may want to visit the zbrush section over at hivewire there are some interesting challenges happening at the moment on learning how to use it with a focus on clothing. I ask that cause as a rookie as I'm I have everything to learn however, could be possible that there are not any other solution except the one above mentioned, redo polygroups? What about Maya? I dont have it, probably it's the same story too.Įxport the shirt from zbrush as a single polygroup, obviously we are going to loose all the polygroups, go to 3ds max, do the uv, export my shirt obj and, before go to Poser, redo the polygroups using as exp "Polygroups editor", (I dont have it)įinally move to Poser for rig, make my shirt conforming and final render.Ĭome on, there is not another work around? Same thing happens with cinema 4d (r14), from Zbrush I export my shirt to cinema 4d for uv map propouse, same story as told for 3ds max, I end up with a multy mesh object. I need my shirt with polygroups on cause it must be rigged in Poser, from Zbrush I move to 3ds max (2013) cause I want make uv map, I end up with an object made by many mesh, one mesh for each polygroup, all those mesh overlap each other where they meet, vertex are unweld with overlapping, how can I make an unique uv map for the entire object? I cant! For more complex clothes, Zbrush UV Mapper is an excellent plugin, however doesnt allowed precise controls of seems, etc as 3ds max modifier or other modellers do so, it could be possible that there is not another work around? I could export my shirt from Zbrush as a single polygroup, go to max, do my uv however I dont want do that for the above mentioned reasonįirst of, for my shirt uv map I can use Zbrush uv mapper, it is a very simple shirt. So I end up in Max with an object, my shirt, made by many objects, the polygroups, how can i uv unwrap it? It is not a single mesh, we are talking about many mesh, the polygroups that I need after in Poser to rig properly. My concern are the polygroups, as told I need them to proper rig my clothes in Poser in the set up room.Īs the same time, as soon my shirt is extracted in Zbrush,īefore go to Poser, let say as exp that I want go to 3ds max first for generate the uv map, then move to Poser to rig the shirt and do final render. Please remember that I dont have experience, just learning, so my silly question. I'm already able to use uv master in Zbrush and I know much better 3ds max with its modifiers, in this case uvw unwrap, I'm not asking how to do uv map! Reading your unswer I Obviously did not make you understand so: I'm interesting in learning and use my mesh for personal stuff. ![]() The clothes are for personal use only, I'm a beginner, just learning, So before exporting the shirt to Poser I would like to texture it, could you be so kind explain to me how to make uv coordinates?Įxplain to me please your work around, if you would like to make a clothes for Victoria 4, extract it as exp in Zbrush, then, before go to Poser for the rig, what you do to make uv map? Do you asigne uv map in Zbrush then eventually do the texture too or you move to another application, Exagon, 3ds Max, Maya,etc? I said that cause, before go back to Poser I tried to import my shirt obj done in Zbrush to 3ds Max obviously ending up with an object, my shirt made by many split polygroups with unwelded overlapping vertex where polygroups meet. ![]() Once it's extracted in Zbrush I must import it to Poser as a props, as an obj, with all the polygroups on so I can rig it in setup room thanks to Poser 9 and pro 2012 new futures if I export as a single polygroup I must reasign polygroups first by a 3th party application, "polygroups editor" and, if I can, I prefer to pass that, do not buy another application. What I would like to ask is about make uv coordinates for my shirt: I'm already able to bring my new shirt props back to Poser, give a proper rig in setup room trough a blank cr2, correct problems in joint editor window, etc. I would like to make a simple clothes for Victoria 4, I export her to Zbrush, I extract a mesh from her body, a simple shirt really tight just to learn how to do it. ![]() Here my beginner question hoping I can make you undertand: ![]()
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