Most people starting off with ZBrush run into a number of problems stemming from the fact that ZBrush is not like other software, 3D or otherwise, this notion is born out by this: Part of what you are running into I suspect is a lack of workflow which you sort of need some time to develop. |I think, from direct personal experience, that you need a wee bit more than a few days to get used to how Pixologic is doing things and why. If I put it all back together and weld, the bleeding comes back as bad or worse than before. If I split groups they now all have gaps because everything de-welds, so if I subdivide I make big ugly holes, if I try to move things in KeyShot they are in a bazillion pieces and trying to move them all at once is… problematic at best. Maybe is KeyShot could see polygroups without having to do this life would be better, but as near as I can tell it can’t.Īnother problem is that ZBrush can only have about 1024 (or maybe 1000) subtools, I frequently have a lot more polygroups than that and thats another thing, even if this wasn’t a problem with the materials leaking from one polygroup to another, I still cant fix it with that method.Įven in most of my smaller stuff I have hundreds of polygroups, things made using ZModeler are an extreme example of this, though all that GroupLoop stuff was out there too, I have no idea how many there are but it’s usually WAY more than 1024. Yep, thats exactly what Im doing, I have to use a different material for each group so that KeyShot can put different materials on each group, and the problem is the same there as it is in ZBrush, but more pronounced because the renders are sharper and because KeyShot can’t handle anything like the polycount ZBrush can so everything has to be a lower resolution. Thanks you guys, if you figure this out I will be absolutely thrilled! Here’s the video, it’s fast and hard to watch and Im sorry for that. So far nothing works, and since this is the only way I know of to get my polygroups useable in KeyShot Im sort of screwed. I have it even if I do filling with no subdivisions, or if there were and I deleted them. I make my polygroups when there are no subdivisions at all in many cases, but I always have this leaking problem. Using Fill Object (material or color) or PolyPainting both still come out like what you see above. Once I am done doing that, I add as many subdivisions as I can and begin changing the materials (or polypainting, or both), I make it as high as possible because it’s such a visible problem I can’t render things without it being obvious like the example above.Īt the bottom is a video, I dont know how to make it go slower, and it’s so fast it’s nearly impossible to see what’s described what Im doing and Im doing it correctly. Am actually doing exactly what Zber described below as the correct way of doing this, I make my polygroups at the lowest (actualy when there are none) subdivision level.
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