Real quick questions about Zbrush to Studio
SnowSultan
Posts: 3,802
in The Commons
I don't have Zbrush (well I have Core, but Core is a glorified trial), and just wanted to ask a few simple questions to anyone who uses it regularly in their work here.
- Does GoZ still work with the latest versions of Studio?
- This is a little more complicated, but probably has an easy answer. I know you have to keep the polygon count the same between programs for a morph to work, but if you no longer need to pose or adjust the figure in Studio, can you go nuts sculpting in Zbrush and send it back to Studio as a static object while retaining all the detail? And if so, is there also a way to retain the material settings on the new static version?
Thanks for any information.

Comments
GoZ still works of course, it would be silly if it didn't.
Pretty sure you can send the sculpt as a seperate object and I assume it would keep the same uvs.
Studio's Photoshop Bridge lost much of it's functionality years ago. I've found it safer to not assume that methods of working between programs are always kept up to date.
Ah I wasn't aware about the photoshop bridge. GoZ def works though I can tell you that much.
You can import as a new object. The few times I've done it (it happened to be clothing for me), I had to use the transfer utility to get the face groups back and then I was able to just copy/paste all the materials right over.
Thanks Sorel, glad they're keeping that important bridge working at least.
Interesting, thanks Melissa. I imagine Studio doesn't handle massive numbers of polygons nearly as well as Zbrush though, but since Zbrush has much more limited options for final rendering, I was curious to the process of bringing a highly-detailed but static scene back into Studio for rendering.