Bring Zbrush 2021.1.2 Polypaint into Blender (Tutorial)
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- เผยแพร่เมื่อ 5 ก.ย. 2024
- Hey everyone. As of Pixologic's Zbrush 2021.1.2 update, for some reason, bringing over your polypaint into Blender is not working the way it used to. Today, I will show you how I bring over my polypaint into Blender using UV maps and Texture maps created solely using Zbrush.
Enjoy
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This change is actually intentional. Below is a message from one of the Pixo devs.
"The FBX export of vertex colors has been changed so that they are handled correctly in 3ds Max. There are basically two ways the FBX SDK has for dealing with vertex colors - either by assigning one color to each vertex, in which case the list of colors and vertices correspond; or per face, with each face vertex being assigned a color, in which case the list of colors is indexed. The old ZBrush way was the first method, the new way is the second. Ideally an importer should be able to handle both, as ZBrush does, but clearly Blender and Max do not. I'm giving you this information in case you want to encourage whoever wrote the Blender exporter to cope with both methods."
So consider reaching out with a little prodding on our behalf!
As someone already pointed out, you can still use the export button under the tool menu (as of writing this). But I assume this will be patched eventually to be the same.
There is a way you can still use the FBX Export plugin, but it requires a little technical know-how and some older files from a previous install. I myself still use the plugin today with the current version of ZBrush.
At the time this video was created, there was some confusions about the update from a few people I spoke to. I wanted to share other methods from moving polypaint into blender without installing additional files as I felt it was important to share other methods, hence this video.
An amazing subscriber of mine mentioned there is an additional FBX method that I then cover here:
th-cam.com/video/goD_q8ORWpk/w-d-xo.html
I always exported FBX via the new way Zbrush did and did not know of the old method. So I was happy to learn the old way and then share it!
As I mentioned in the beginning of this video, it wasn’t clear why this happened because the update just happened. Since this video was already in the works of how to make UVs easily in Zbrush, it was meant to reassure users of another method that allows them to still use Blender. And, using UVs to bring that color over is such a great method that I think a lot of character artists or Zbrush users in general would benefit from learning - so I just combined the two into one video lol
I was later able to reach out to Pixo and they sent me the file I needed to install if I wanted too. Luckily, the old method of FBX export works well so I am happy using what works until the patch officially is released.
Thank you for sharing what Pixologic has shared, as it’s only going to help users understand this issue more and will help users find methods that work for them and their pipeline.
i realize it is pretty off topic but does anyone know of a good site to stream newly released series online?
@Kyson Hunter lately I have been using FlixZone. You can find it by googling :)
@Marshall Zane definitely, I've been using Flixzone for months myself =)
@Marshall Zane Thanks, I signed up and it seems to work :D I appreciate it!
Hey I noticed the FBX export plugin wasn't working as well. It works if you use the export button under the tool menu. You can choose fbx and it brings over the polypaint.
Thank you so much for sharing. I will definitely give that a shot! 😊💯
@@IRSculpts No problem. It works great with the decimation master. You can drop that high res file down to like 150 in decimation, as long as you have the use polypaint turned on.
I noticed the same thing. If I try using the FBX exporter, it will freeze and crash. If I use the regular export option, it will give me a new dialog box when selecting a FBX and my polypaint data will be right there on my vertex color data.
@@ZephrusPrime yeah - it’s interesting how that works. Pixologic did fix the FBX issue in the 2021.5 update. But the FBX is great amd that’s what I mainly use now lol
Thank you for tutorial fully watched
Thank you so much! I’m glad it was helpful! 😊
You save my time..............
I’m so glad my friend!
I thought this was just me, thanks
You are my hero. Thank you!
Thank you so much!
You are very welcome!
Thank you for this !!
Not a problem! Glad it could be useful!
thank you!
Very helpful, thanks.
Not a problem!
@@IRSculpts I keep getting "Error encountered while saving file", I use the latest Zbrush Patch Version, any idea how to solve? Thx.
@@LenardoDivina I have had that issue in the past and unfortunately that can be a little hard to fix. When I got that error message, it ended up being a corrupted file. I would try using a previous save file to test but if that doesn't help, this video worked for me so hopefully it will work for you too. :)
th-cam.com/video/6bHkP1KQQA4/w-d-xo.html
@@IRSculpts Thanks again! but the error only occurs when I export with texture map, it still saves the rest. So I manually saved the texture and brought it over to blender that worked :)
@@LenardoDivina ok. I gotcha. I’m glad you found a work around. I’ll look into that issue a bit more and if I find something, I’ll let you know. 😊👍
Thank you very much!
You are very welcome! :)
quick question, how long did it took for your pc to import the fbx file from zbrush to blender XD ?
It will depend on the specs of you machine, but for me it has taken up to 10 mins for very large files. If you file size is pretty large, you can decimate and keep polypaint and keep UVs, then export the FBX to keep the file size down as much as possible.
Hope that helps.
@@IRSculpts waittt one more question😸, i tried doing your tutorial with a demo project, earthquake (the big fat baldy generic bad guy) i tried importing it to blender, and it came out soooooooooo smoll i thought my pc was still loading importing it, but it WORKS!!
but the polypaint textures was a little pixelated, it's not very high def, but its still looks okay from far away
what was that about?
@@akbaragill00 no worries lol - so if the textures are a little pixelated, it may not be high res enough. You can go back into Zbrush and under UV map - check the size of the UVs. if it's under 2048 (2k) - scale it up or higher and then try exporting again. Other wise, it could just be the way the model was painted; which means that there isn't much to worry about since you are just testing.
I always recommend setting your UV Maps to 4096 or higher and then make your texture map from polypaint at the highest resolution you can have (via sub-divisions) and that should grant you a great texture map in which you can use in other programs.
Yeah - the scale from zbrush to blender is weird sometimes. You can just scale the model up in blender and then apply that scale and you should be ok from there :)
Thanks!
You're welcome!
Awesome!!!
Love this video.
So glad!
Thank you.
Should we need to follow this steps for all sub tools
Sorry for the late reply. Yes. You will want to follow these steps for each Subtool.
Can I change the material still in blender?
Yes, you should be able to change the material as well. I haven’t noticed any issues with that. Hope that helps. :)
After applying the procedure to all the subtools. We have to export them separately?
Yes - you will want to make sure all of your sub tools have UVs and the texture from polypaint applied. Then, You can export all of the sub tools into one FBX and they will move over into blender. Just make sure that you select option “Visible” and it will export all visible sub tools together into the one FBX file type.
Does this method works if i have a decimated fbx in Blender?.
My plan's to make that decimated piece an fbx, import it in zbrush, do de polypainting and follow your lead, would it work like that?
I would say that if you decimate with keep UVs, this method would work for sure. Then you can just bring the textures on over as well. 🙃
Hope that helps
@@IRSculpts thank you, i'll try then!
Waitt why the UI is different
It's probably a custom one
Thanks!