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Zbrush obj dividing

Junkie Turbo
Registered User
Join date: 28 Sep 2008
Posts: 3
10-01-2008 16:37
Hello Im trying to divide the SL mesh into pieces. I have imported the mesh in zbrush but i would like to bake separate parts of the sl mesh such as the upper body and lower body. Is this possible?

Thanks in advance,

Junkie Turbo
Vlad Bjornson
Virtual Gardener
Join date: 11 Nov 2005
Posts: 650
10-01-2008 18:14
You might want to check out these zTool versions of the avatar mesh create by Namssor Daguerre from 2nd Skin Labs:

http://www.secondskinlabs.com/Downloads/downloads2.html

They are arranged in Polygroups for the head, torso, and legs. Easy to work with all three, although you will still need separate textures for each section since zBrush only supports 1 texture for each object.
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Eric Mauvaise
Atticus Tech Owner
Join date: 24 Aug 2006
Posts: 160
10-04-2008 08:02
Hmm im not that familiar with zbrush how do i separate the textures? Whenever i try to bake a texture with the Av mesh it looks like the clothing templates layered ontop of eachother.
Junkie Turbo
Registered User
Join date: 28 Sep 2008
Posts: 3
10-04-2008 08:05
Thanks for the advice, I downloaded the mesh from there but I still have no idea how to separate each parts i wanted to make an accurate sculpt of the male torso from the mesh. Or a baked texture that I could use as a shadow on clothing
Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
10-04-2008 09:14
Hi Junkie,

To untangle the UVs, you need to isolate the polygroups (remember that the UVs for different areas overlap in places). To isolate the polygroup, cntrl-shift-click on it. Then you'll just see that part. You then polypaint away, change the colour to a texture, paint, then col>txr, export the texture. BTW, you will want to divide the model a few times before painting (I usually try to get 1 million active points, but how far you go depends a bit on what your computer can handle without lagging)

To view the whole model at once, cntrl-shift-click off the model and all three polygroups will be visible. I paint in this mode to get rid of seams, isolating when I need to import or export a texture.

If you wish to make your own shading, you can either use the Material Baker plugin or do it manually via projection master. I would recommend making a separate shading layer using Matcap white for the material, so you'll have a nice greyscale shading layer. (BTW, if you don't feel like working too hard, Aeron Kohime recently made shading for the avatar mesh in Maya and posted it for free here: /109/46/273014/1.html)

A video tutorial by Vlad Bjornsson on Material Baker is here:
http://www.shiny-life.com/2008/02/12/video-creating-sculpted-prims-with-zbrush-3/

A tutorial on using projection master to create shading is here:
http://www.throughlinedesign.com/ZbrushBakeTut/page1.html



As far as importing that mesh to SecondLife, you can't. It's not even remotely close to a mesh that can be converted to a sculpty. You could use it as a template, though, and attach other subtools to it and sculpt them. Zproject might help, and Vlad has an excellent tutorial on how to use that here:
http://www.shiny-life.com/2008/05/08/convert-objects-to-sculpted-prims-with-zbrush/
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