#3DModeling #3DAnimation In this tutorial I will show you how to export a file out of Maya as an OBJ file and import it into ZBrush ready for further modification.
Great tutorial, another option would be going to Zbrush>Preferences>GoZ>Install path for X app (in this case Maya). And after that you will have a plugin in maya that will send the topology to zbrush with just one click.
Hi Mike thank you for videos like this, they help people who like to approach to Maya quite a lot. Just a silly question: how could you export a mesh in Maya with vertex groups to obtain polygroups in ZBrush? Should I assign different UV Maps to the mesh? For example in Blender I just assign different groups to the mesh, then ZBrush recognises them as polygroups automatically. Cheers, Angelo
Solved! After created the uv map in #maya3d and imported the obj in #zbrush you just need to go to ZPlugin >UV Master>Use Existing UV Seams>Unwrap All, then go to Polygroups>Auto Groups With UV. That's it! 😁
BlueDragon™ EDM Promotions That's possible but typically the polycount would be too high so I would 1. do the rough model in Maya 2. Finetune it in ZBrush 3.Import it back into Maya 4. Transfer the details to a low oly model 5. Then animate in Maya Mike
This seems inefficient in terms that i don't want my model to be randomly placed and rotated. I want to keep the same position, rotation and scale as i have in the OBJ file, so that it matches in maya when i re-export it.
Say for example that I had a character in Maya with multiple parts, and I wanted to export that into ZBrush and have each piece as a SubTool. Would the best approach be to export each individual piece from Maya and then add them as a SubTool? Or could I group everything in Maya and then export everything together?
if my character model has some separate parts to it, should i do combine? also if i need to do combine, should i do it before or after i delete all of the history? thank you!
Hi intangibletruth, That depends on whether you are going to animate your character or not. If you are rigging your character by constraints, parenting etc then that will hold your character in place. So sometimes yes, sometime no. If you just want a static model to look at yes ( combine and then delete history ) Mike
Hi! Great video, clear and short. If I make a 3D low poly model in Maya, Can I paint it (the UVs) in zBrush? (I don't like paint them in photoshop, it's weird and hard). Erik from Mexico.
Hi I have followed your tutorial but it doesn't work for me when I use the brush on my mesh its fine but as soon as I smooth it, it destroys the mesh with thousands of holes. and it doesn't dynamesh at all it crashes, do you know what this means? please and thank you
yh it is quite high, I realised it was how i first exported it to maya before bringing it back to zbrush. by any chance do you have a tutorial for exporting from zbrush to maya?
this is stupid, so i create precise hard edge model (low poly) and after import i'm forced to smooth it manualy? There is no way to increase subdiv lvl and do not "melt" your model. Of course i can turn off SMT modifier but it will not smooth model edges. After baking all this ugly crisp lines will be visible. There must be a way to import model correcly with with smoothing groups. Now im importing mesh, crease hard edges inside Zbrush using Zmodeler and dubdiv.
JMarquez5586 Hi JMarquez,Why would you want to load Maya textures in ZBrush. I assume you are loading a Maya model into ZBrush to sculpt.Sculpturing will change the poly shape and count and thus your Maya UV'sOr is there another reason why ?Regards,Mike
Mike Hermes I am loading a 3D scan from a program called Artec3D. The file is an OBJ and it already has a texture file since it was a 3d scan. These 3D scans dont come out perfect as they can have missing parts or missing textures in certain areas. Ive been trying to fix these files with Maya, but I think Zbrush can be more efficient. Im new to Zbrush and was hoping I can upload the texture with the obj. In maya I go to shaded mode and the texture shows, not sure if theres a way to do this with zbrush. Or Would I have to sculpt it then retexture the whole thing? Thank you Mike!
JMarquez5586 Hi there,I am very sure that after working in ZBrush the textures on your model will be useless,What I would do is sculpt in ZBrush, import back into Maya and then textureMike
Hi Tatia, Thanks for the feedback. I am planning on doing ZBrush tutorials in the future, but I am still working on my skills. As soon as I have something useful to share, I will Regards, Mike
Quick and helpful, thanks a lot. I especially liked how you explained opening the windows which may not appear initially.
Thank you ! You have such a cool name :-)
Yah. Thanks alot, forgot how to export, this was just a nice quick reminder for me to check the plugins.
Great tutorial, another option would be going to Zbrush>Preferences>GoZ>Install path for X app (in this case Maya). And after that you will have a plugin in maya that will send the topology to zbrush with just one click.
Correct, yes I know
Mike
Thank you for making it simple and clear! Really useful!
Thank you! loved that it was fast and very helpful!
You are very welcome
Hi ! Silly question but I just want to be sure, will this also work by exporting a Model from Maya 2015 to ZbrushCore ?
Yep
Thank you so much brother!! That was simple and to the point!! I will be subscribing for more tutorials :) bless you.
***** Thanks :-)
Thanks Mike, it worked great!
I want to separate my group mesh Into it's own sub tool so how to do that??
your all video is helpful!
very helpful, first time on zbrush and i didn't understand why it was making several duplicates of my model lol
after importing the obj to maya can we separate the objects in subtool ? if yes then how !?
Very Helpful! Thank you so much!
+Karl Eclaire You are very welcome
You are awesome thx a lot
Really simple, Nice tips.. Thank you so much, Sir
Thank you
thanks a lot…
You've been really helpful
great ...thanks a lot mr. Mike Hermes
Thank you Inayat !
importing obj problem half of my objects modeled are not visible in viewport
omg thanks so much u earnd a sub
Thank you
fantastik. works in photoshop to!
Thank you!
thank very much.
Hi Mike thank you for videos like this, they help people who like to approach to Maya quite a lot. Just a silly question: how could you export a mesh in Maya with vertex groups to obtain polygroups in ZBrush? Should I assign different UV Maps to the mesh? For example in Blender I just assign different groups to the mesh, then ZBrush recognises them as polygroups automatically.
Cheers,
Angelo
Solved! After created the uv map in #maya3d and imported the obj in #zbrush you just need to go to ZPlugin >UV Master>Use Existing UV Seams>Unwrap All, then go to Polygroups>Auto Groups With UV. That's it! 😁
Thank you!))
Thank you so much
thanks
Thank you very very much!
You are very welcome
Очень полезно!!!! Very-very-very!!!
Thanks!
3DS Max to ZBRush seems to fuck up. Looks like I'll have to import to Maya and then re-export to ZBrush *sigh*
Hi, I created a gun in maya. When i export it to Zbrush like your steps, all gun shapes got distorted, I don't know how to fix it! =( Pls Help..
+Tong Yew Ng Did you UV it before exporting ?
+Mike Hermes Nope, how to do it? :)
+Mike Hermes I am a beginner in zbrush and maya.
the option obj still doesnt existing for me! :c
so you model something in zbrush and you transfer it to maya for animating?
BlueDragon™ EDM Promotions That's possible but typically the polycount would be too high so I would
1. do the rough model in Maya
2. Finetune it in ZBrush
3.Import it back into Maya
4. Transfer the details to a low oly model
5. Then animate in Maya
Mike
Mike Hermes thanks mike that helped alot :)
You are very welcome
Hello Mike!!! How do you do the steps 3 and 4? Do you have a tutorial for that? Thank you
brilliant video! now if only i can actually sculpt the object as its not letting me(its in edit mode, clicked make polymesh 3d)
Omg thank you.
Dracanisa You are very welcome Dracanisa !
This seems inefficient in terms that i don't want my model to be randomly placed and rotated. I want to keep the same position, rotation and scale as i have in the OBJ file, so that it matches in maya when i re-export it.
brummii Did it show in a different position when you imported it back into Maya ?
So if I sculpture a character in zbrush or mudbox will I still be able to rig, bone, animate and give my character joints in maya?
+Laissez - faire Yes
Say for example that I had a character in Maya with multiple parts, and I wanted to export that into ZBrush and have each piece as a SubTool. Would the best approach be to export each individual piece from Maya and then add them as a SubTool? Or could I group everything in Maya and then export everything together?
+akhon I would do them piece by piece
+Mike Hermes Thanks for the tip! I appreciate it!
thanks a lot :)
+Sophia Park You are very welcome Sophia
if my character model has some separate parts to it, should i do combine? also if i need to do combine, should i do it before or after i delete all of the history? thank you!
Hi intangibletruth,
That depends on whether you are going to animate your character or not. If you are rigging your character by constraints, parenting etc then that will hold your character in place. So sometimes yes, sometime no.
If you just want a static model to look at yes ( combine and then delete history )
Mike
Hi! Great video, clear and short.
If I make a 3D low poly model in Maya, Can I paint it (the UVs) in zBrush? (I don't like paint them in photoshop, it's weird and hard).
Erik from Mexico.
MegaAnakinn You can 3D paint them in Maya ( different from UVing ) or you can import them into ZBRush and paint them there.
Mike Hermes awesome!!! Thanks Mike!
You're welcome !
Hi I have followed your tutorial but it doesn't work for me when I use the brush on my mesh its fine but as soon as I smooth it, it destroys the mesh with thousands of holes. and it doesn't dynamesh at all it crashes, do you know what this means? please and thank you
Is you subdiv level high enough ?
yh it is quite high, I realised it was how i first exported it to maya before bringing it back to zbrush. by any chance do you have a tutorial for exporting from zbrush to maya?
спасибыч!
If i import a Maya object with no bevel.. how do i smooth the edges in Zbrush?
+knight2battle Make sure you have enough subdivision in ZBrush ( Increase by 1 if too low ) and then use the smooth brush
this is stupid, so i create precise hard edge model (low poly) and after import i'm forced to smooth it manualy? There is no way to increase subdiv lvl and do not "melt" your model. Of course i can turn off SMT modifier but it will not smooth model edges. After baking all this ugly crisp lines will be visible. There must be a way to import model correcly with with smoothing groups.
Now im importing mesh, crease hard edges inside Zbrush using Zmodeler and dubdiv.
would this work if I had lights on the model if not how do I export into Zbrush with the lights?
+llsticksll To be honest I have never done that and I really don't think that woould work
well my girlfriend has to do it for her uni work so I would of expected it to be a thing
+llsticksll Could be, just never did that
Hey mike can u plz tell me how can i get these zbrush software for free?
+Arun Anim No idea. Maybe a student version ? Check their website
If the maya file has textures how do I load them in Zbrush?
tnxs
JMarquez5586 Hi JMarquez,Why would you want to load Maya textures in ZBrush. I assume you are loading a Maya model into ZBrush to sculpt.Sculpturing will change the poly shape and count and thus your Maya UV'sOr is there another reason why ?Regards,Mike
Mike Hermes I am loading a 3D scan from a program called Artec3D. The file is an OBJ and it already has a texture file since it was a 3d scan. These 3D scans dont come out perfect as they can have missing parts or missing textures in certain areas. Ive been trying to fix these files with Maya, but I think Zbrush can be more efficient. Im new to Zbrush and was hoping I can upload the texture with the obj. In maya I go to shaded mode and the texture shows, not sure if theres a way to do this with zbrush. Or Would I have to sculpt it then retexture the whole thing?
Thank you Mike!
JMarquez5586 Hi there,I am very sure that after working in ZBrush the textures on your model will be useless,What I would do is sculpt in ZBrush, import back into Maya and then textureMike
make Zbrush tutorials too please ^_^
Hi Tatia,
Thanks for the feedback. I am planning on doing ZBrush tutorials in the future, but I am still working on my skills. As soon as I have something useful to share, I will
Regards,
Mike
i just cant click on "edit" ?? why
You just can't click on edit where ? ZBrush ?
You need to make your object an editable mesh before you can edit it.
Mike
in Zbrush, and thx now i fixed it :D
i want to import my model separated
FBX import
Thanx
Thank you!