Hi All,
I have been asked, how I use ZBrush for creating iClone models, so I will try to explain.
First of all can say that there is no big differences between creating models for iClone and for other 3D applications (DAZ studio, 3ds Max, Maya e.t.c.). If You already use ZBrush for these programs You will have no problems with iClone too, so this topic is not ZBrush tutorial, but just set of recommendations how to create iClone compatible models and textures in ZBrush.
1. UV Map.
ZBrush processed model's UV in specific way -- by default inside program model's UV flipped vertically. So first thing I recommended to do after importing models is arrange UV settings -- In UV map section set UV Map Size (I usually use 4K) and press "Flip V" button. After this You will be able create some work textures (masks, displacements... ) in external apply them on model correctly. All created ZBrush and exported maps (Normal, Displacement...) also will have correct UV layout.
2. Subdividing.
ZBrush has 2 important settings for model subdividing - "Smt" (Smooth Mesh) and "Suv" (Smooth UV). To avoid significant changes in UV layout I do not recommend to turn "Suv" ON; typical settings are:
Smt - ON;
Suv - OFF.
3. Crease.
If your model is not "solid" and has open edges (borders), You should "freeze" these borders before first subdividing to avoid deformations - press "Crease" button in Geometry section.
4. Cloth fitting.
When ZBrush subdivide the model, the model's volume slightly decreased, also You can push surface too much and intersect cloth with body. To avoid these problems, in addition to cloth model You working at You should have the body model in the scene for visual control (as reference).
To do this use Subtool > Append feature of ZBrush.
5. Normal map export.
For exporting Normal Bump Map for iClone I use these settings:
Tangent - ON;
Adaptive - ON (longer calculation, but better result);
SmoothUV - ON;
SNormals - ON;
Flip G - ON (REQUIRED for iClone compatibility! ).
Switching SmoothUV to ON slightly changed original UV, but helps to avoid artifacts in the map.
6. Displacement map export.
There is no support for Displacement n the current version of iClone and You are not able to apply this map directly, but this map can be useful for "shading" Diffuse and Specular maps in Photoshop.
Recommended settings for export are:
Adaptive - ON;
SmoothUV - ON;
DPSubPix ~= 2
7. Model export.
When You export finished low-level model from ZBrush, please keep in mind that although result mesh will have the same number and order of vertexes, the orientation of hidden edges can be changed and UV layout will be slightly different. So usually I do not use exported mesh directly, but use it as morphine target for original mesh before sculpting.
If You would like to use exporting model "as is", do not forgot to flip UV vertically before export (if You flipped it after import).
Of course each developer has his own "now how", so it's just description what tricks I'm using myself, but hope they will be useful as "start point" for those who just start to use ZBrush for iClone.
Good luck!
P.S. More Tricks :
8. Multy Sub Materials.
ZBrush can works with single UV space only and if You load model which have multysubmaterials, Zbrush "merged" UV layouts from each material into single UV space. As result You can have intersection between UV layouts from different materials.
The example of such model is G5 head. It has 2 materials applied -- Face (ID 1) and Cavity (inner mouth, ID 2).
So when Zbrush loads G5 head model it put both Face and Cavity UV layouts in the same UV space and You will not able to generate textures in ZBrush normally because layouts will be significantly intersected (although it's not important if You need just deform a mesh).
I can explain 2 methods to solve this problem:
The first one -
After loading into ZBrush You should "separate" model to polygroups (by polygon ID) and export materials for each polygroup separately.
The second one -
To modify model's UV layout before importing into Zbrush. You should "combine" all material's UV in single space without intersection in some 3D application (3ds Max or Blender for example).
You can and scale sub-materials UV groups, but do not rotate them (!) otherwise generated Normal Bump texture will be incorrect.
It's not difficult to make such operation, but You should keep in mind how You will "separate" textures exported from ZBrush to parts for single material and this can be tricky.
For G5 Head it's not big problem at all because textures for Cavity is not important. Just scale and move Cavity UV into some free place in main UV space occupied by Face material. After textures will be exported just ignore Cavity texture part or fill it by background color.
Vit
Edited
11 Years Ago by
Vit3D