Wrong UVs to Zbrush with GoZ
-
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!
-
Hi Ricardo 4D,
If you just press the UV Morph button:
Please have a look here:
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_Clips_DRS/20231121_GOZ_UV_2023.mp4I hope that showcases the idea that ZBrush has about the incoming UV. I have rotated the back side UV polygon to make clear what happens. It would be behind the front polygon if I hadn't pulled it up and rotated it.
Try it yourself: drag all the front polygons away, and perhaps scale down the back side polygon.
Yes, that is not as Cineam 4D does it.
If you encounter any problems with it, such as wrong UV Mapping of images, in contrast to Cinema 4D, that would be a case for the tex support:
https://www.maxon.net/en/support-centerThere are more options to represent the UV Morph.
I hope that helps.
All the best
-
P.S.: here is the overview of all UV Morph options, i.e., how the UV is represented
https://docs.pixologic.com/reference-guide/tool/polymesh/uv-map/
Here is a 60 second clip demoing the different options
https://stcineversityprod02.blob.core.windows.net/$web/Cineversity_Forum_Support/2023_Clips_DRS/20231121_UVmorph_Projections.mp4
-
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
-
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-centerMy best wishes for your project
My best wishes