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File: 19 KB, 600x272, crease.png [View same] [iqdb] [saucenao] [google]
722287 No.722287 [Reply] [Original]

How to transfer creases from maya to zbrush
I'm trying that but for some reason didn't work:
https://youtu.be/owCJ1COpOe8

Btw I'm using both maya and zbrush 2019

>> No.722290 [DELETED] 
File: 36 KB, 600x600, duckduckpoo.jpg [View same] [iqdb] [saucenao] [google]
722290

>>722287
I was going to post a dicpost but I decided against it. This is a relatively easy problem at hand, and you should be ashamed for asking. However, just continue tinkering around and Googling, you'll find your answer soon enough. Do not back talk me or there will be hell to pay.

>> No.722292

>>722290
donut back talk me

>> No.722295

>>722290
filtered :)

>> No.722296 [DELETED] 

>>722292
That's what I said, donut.

>> No.722307

>>722290
go back to /b

>> No.722309

>>722287
I will give you the real answer, but only if you promise to stop making posts to ask a single question. There's a thread for that

>> No.722310

>>722309
yes,
I notice after i post that question

>> No.722313
File: 41 KB, 685x539, 368222.png [View same] [iqdb] [saucenao] [google]
722313

>>722310
Use edge loops instead of creases, they're a dirty way to work anyways, since you can always add more topology instead. In the example on your image, beveling the top edges would give the same result.

>> No.722319
File: 102 KB, 1024x683, Paris_Tuileries_Garden_Facepalm_statue.jpg [View same] [iqdb] [saucenao] [google]
722319

>>722313
Of course i thought in bevels or suport edges
But that's not what i ask.
I often do a subdivision mesh with suport edges and export it to zbrush, but sometimes there are simple models that could make it to zbrush with simple creases here and there.
Creasing that edges is faster and more "non-destructive" way to work in that cases
I just wanted to try that but when i export the fbx the creasings disappear in zbrush for some reason

>> No.722326

>>722319
I'm not sure if this even applies because I can't see your project but you could try making polygroups for zbrush using materials in Maya and then creasing your edges after you import it using those groups.

>> No.722328

>>722326
yep. I tested that before posting and it works well.
Definitely the best solution until now, thanks. But still not as fast as creasing.
I cannot show my project, but the point to all of this was to try a new faster workflow

>> No.722335

>>722328
You could help it along a bit by using a macro/script I guess so that it's one button. I've never tried Maya but I imagine you could do something clever with UV islands and polygroups if it was for a simple object.

>> No.722337

Maya is shit for this in Max it just werks.

>> No.722339

>>722335
there's a button too "crease polygroup"

the only problem is that it has to be "closed faces" if that makes sense. (i can uncrease the edges i don't want but as i said it would be faster to export the directly the creases from maya without workarounds)

>> No.722340

>>722337
didn't learn max in the past, maybe some day i learn it

>> No.722342

>>722339
Yeah it makes sense. Hope one day it will be possible. The only other way workaround way I can think of is with vertex colors and colormask if closed faces is an issue.

>> No.722350

>>722342
Finally i did!
was testing another time the exporting parameters in maya and it works importing to zbrush directly the .ma
instead of .fbx or .obj as i was doing before
It's strange because the .fbx format should keep the creasings information

>> No.722371

>>722350

Do you get the same results with GoZ ?

>> No.722373

>>722371
didn't try, i imagine it will work, didn't like much the goz pixologic cease to update years ago.
In some year (2018 if i remember correctly) you must change some lines of code (and other steps) in order to make it work.
Goz was cool years ago but i don't like it too much now, just a preference.
i prefer to save my meshes(either fbx or obj or other format) to have the posibility of reuse in other projects, for me it's also more organized and clean.

>> No.722382
File: 305 KB, 328x494, 1541163434146.png [View same] [iqdb] [saucenao] [google]
722382

>>722290
started off being one post, now it's just being annoying.
You add nothing to any conversation, and find it appropriate to keep posting the same degenerate picture.
If you actually read his post, you would have seen already that he DID google it, but the solution didn't work for what he was doing.

>> No.722384 [DELETED] 

>>722382
Critique noted. I believe youre right, if I only blow smoke up someones ass without adding valid information, it is a shitpost. I believe most posts i made are valid criticisms, but this one is not.