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    Wrong UVs to Zbrush with GoZ

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    zbrush goz uv morph
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    • Ricardo 4D
      Ricardo 4D last edited by Dr. Sassi

      Hi guys,
      I'm sorry if this isn't a C4D issue but I'm trying to export my geometry from Cinema through GoZ, but the question is why the UV mappings aren't being represented correctly in Zbrush. This happens with several primitives.

      Cheers!

      alt text
      alt text

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      • Dr. Sassi
        Dr. Sassi last edited by Dr. Sassi

        Hi Ricardo 4D,

        If you just press the UV Morph button:

        Please have a look here:
        https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_Clips_DRS/20231121_GOZ_UV_2023.mp4

        I hope that showcases the idea that ZBrush has about the incoming UV. I have rotated the back side UV polygon to make clear what happens. It would be behind the front polygon if I hadn't pulled it up and rotated it.

        Try it yourself: drag all the front polygons away, and perhaps scale down the back side polygon.

        Yes, that is not as Cineam 4D does it.

        If you encounter any problems with it, such as wrong UV Mapping of images, in contrast to Cinema 4D, that would be a case for the tex support:
        https://www.maxon.net/en/support-center

        There are more options to represent the UV Morph.
        Screen Shot 2023-11-21 at 9.33.35 PM.png

        I hope that helps.

        All the best

        Dr. Sassi Sassmannshausen Ph.D.
        Senior Trainer, Maxon Master Trainer, L&D - Strategist
        Cinema 4D mentor since 2004, Member of VES, DCS.

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        • Dr. Sassi
          Dr. Sassi last edited by Dr. Sassi

          P.S.: here is the overview of all UV Morph options, i.e., how the UV is represented

          https://docs.pixologic.com/reference-guide/tool/polymesh/uv-map/

          Here is a 60 second clip demoing the different options

          https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_Clips_DRS/20231121_UVmorph_Projections.mp4

          Dr. Sassi Sassmannshausen Ph.D.
          Senior Trainer, Maxon Master Trainer, L&D - Strategist
          Cinema 4D mentor since 2004, Member of VES, DCS.

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          • Ricardo 4D
            Ricardo 4D last edited by

            Hi Dr. Sassi

            Thanks for getting back. I'm not sure if you've grasped the issue, or perhaps I misunderstood your explanation.

            The question at hand is, when sending a model from C4D to Zbrush, the UVs must match; otherwise, we encounter a problem. I've observed this issue specifically with auto-generated UVs when converting a primitive to editable polys. Resetting the UVs in Cinema, unwrapping it, and then sending it to Zbrush resolves the problem.

            However, I think I got the solution. Uvs can't be touching the boundaries on UV space in C4D. You have to repack it in order to get an extra margin inside. Now it seems to be working.

            Ricardo

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            • Dr. Sassi
              Dr. Sassi last edited by

              Hi Ricardo 4D,

              Please do the following: set up any object you like with a V that you like.

              GOZ export it to ZBrush

              Go to Zplugins and use the FBX export.

              The result of the FBX export can be merged or opened in Cinema 4D.

              It should show the same UV.

              I hope this will increase your confidence in the pipeline.

              If that is not the case, use the created objects and open a support case.
              https://www.maxon.net/en/support-center

              My best wishes for your project

              My best wishes

              Dr. Sassi Sassmannshausen Ph.D.
              Senior Trainer, Maxon Master Trainer, L&D - Strategist
              Cinema 4D mentor since 2004, Member of VES, DCS.

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