Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 19-02-2009 , 07:29 AM
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zbrush3 problem

decided to learn abit of zbrush3 so i imported a model i had from maya and guess what the silly program does.... it mirrors it across its x axis(maya coordinates dont know about zbrush coordinates) how can tihis be prevented

# 2 19-02-2009 , 08:40 AM
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what was the file extension for the file from maya?

Z only accepts certain model types and I'm not 100% sure it accepts ma or mb files...


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# 3 19-02-2009 , 10:18 AM
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obj

# 4 19-02-2009 , 10:35 AM
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Could you show a pic. Not sure what you mean.


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# 5 01-03-2009 , 11:15 AM
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sorry i took so long o post this was a bit busy

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# 6 01-03-2009 , 11:27 AM
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why would you only sculpt half a person?

# 7 01-03-2009 , 12:01 PM
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ahh, I think, but I might be wrong, Z does flip axes you can see it when you make a texture, though it does go back

But yeah, why just sculpt one side, if you going into Z you might as well do the whole lot.

Also get the upgrade to 3.1, its free, and is a lot more stable than 3.0.


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Last edited by gster123; 01-03-2009 at 12:49 PM.
# 8 01-03-2009 , 12:48 PM
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nope just wanted to explain what was happening Im not sculpting one half. also here came the other problem once I duplicated the model and merged it I took it back to zbrush and pressed x to sculpt on both sides but it wasn't symetrical they I expected it to be I can email anyone the file its kinda hard explianing

# 9 01-03-2009 , 12:50 PM
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I can check it tomorrow at work. send over the OBJ file.

I;ve never had a probem with it.


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# 10 02-03-2009 , 12:07 AM
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Can't you just unflip in Z-brush??? or maybe do a -1 scaleX before exporting...

# 11 02-03-2009 , 08:31 AM
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heres the file but you have to smooth it to get rid of the triangles on the mesh

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# 12 11-03-2009 , 11:43 PM
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I open it with Zbrush 3.1 and i choose " symmetrical triangles only" then when i hit "X" for sculpting everything is allright. But if you have problem with the center go back to maya center the pivot, delete history and then try again. If not working again go in Zbrush
-> deformation - > smartResym, Resym

Try this options

And one huge mistake that i did before. Don't use crappy mesh and import it to Zbrush to fix it .... It will be pain in the ass and if you want to go back in Maya it will be failure for rendering the normal or displacement map. Try to make as good and clean low poly topology in Maya then go in Zbrush to sculpt only the details. Don't be lazy...!

:p

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