Jump to content

Rigged Multiple Face Mesh from Zbrush to Blender to SL problem.


Hikaru Yamamoto
 Share

You are about to reply to a thread that has been inactive for 4198 days.

Please take a moment to consider if this thread is worth bumping.

Recommended Posts

Hi guys, I've been trying to work on making one piece mesh rigged avatars with multple textures in SL. I'm really stuck.

I use Zbrush to create the avatar and textures, then I bring it into Blender and rig and export. But recently I have been wanting to add more than one texture to boost quality. I found a way to do it in Zbrush but it only works if I export from Zbrush.

Once I save it as an object and import into Blender and rig it and then export it, it looses some information. When I import it into SL the multiple faces appear to be there but I cannot select them. When I add on a texture, it adds correctly to the one face but also adds it to the other face... So I cannot seem to get both textures onto the one mesh object.

I am willing to use other problems to get this right.


Any help is greatly appreciated thanks.

Link to comment
Share on other sites

Edit: I don't think what I wrote made a lick of sense so let me try that again.

I suggest bringing your ZBrush sculpt into Blender, retopologizing it, UV unwrapping it and texturing it there. That way you'll have more control over your topology and different LODs.

And yeah, also do what Gaia said below. Perfect timing.

Link to comment
Share on other sites

I found a way... sorta... I loaded each part separately and then assigned each a material then joined them together and that seems to work almost perfectly cept for one thing... there is a large seam where I joined the two mesh together.  The normals are not smoothed on that spot. I clicked normals/ recalculate outside and that doesn't seem to affect it at all.

Link to comment
Share on other sites

You need multiple materials to do multiple textures, otherwise it's all a single map and you only get 1 tex slot.

You will also have to create multiple UV maps for each part of your retopoed mesh, this involves retopoing your original sculpt, then cutting it up and UV mapping each piece seperately... then setting each to a different material in your final retopologized export.

I really wanted to stress this, please please retopologize Zbrush models before import into SL

Straight Zbrush sculpts kill SL, cause lag and crash viewers.

https://www.youtube.com/watch?v=ZI0tdLwR0P0&NR=1&feature=endscreen.


Research it thoroughly and repost here if you have any questions please.

Link to comment
Share on other sites

You are about to reply to a thread that has been inactive for 4198 days.

Please take a moment to consider if this thread is worth bumping.

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...