GoB
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improve logic for internal face deletion as there are various scenarios which can be false positives.
I've been trying to export the body of my character from Blender to Zbrush using GOB, however, it only worked partially. For some reason, considering that the body is one object, GOB cuts out the boots and armor and sends the rest parts. Here is a screenshot:
https://blenderartists.org/uploads/default/original/4X/f/5/2/f52574c29e7c6f3842616353be0049b7e13a7d88.jpeg
I don't know if that has anything to do with the polygroups I set in Zbrush, but still.
Any idea how to fix it?
Thanks for reporting this issue, i have never seen this before:O It would be helpful if you might be able to upload parts of the model so i can reproduce the issue. Also can you tell me what version of Zbrush, Blender and GoB you are using?
Thanks for reporting this issue, i have never seen this before:O It would be helpful if you might be able to upload parts of the model so i can reproduce the issue. Also can you tell me what version of Zbrush, Blender and GoB you are using?
I'm using Zbrush 2022.0.5 and GOB 3.5.92.
You can download the file here: https://we.tl/t-VfF4PLTbY5 Please, take into account that it'll be erased in 7 days.
PS: I did more investigation and what's weird is not only when you export from Blender it removes the armor and part of the boots, but it also changes the object scale and position.
Here is how the export from Blender to Zbrush looks in comparison to the rest objects:
Now check out how the export from Zbrush to Blender is:
When I export from Zbrush to Blender it retains the body as a whole, but it changes the scale, position and also the object gets these odd grey and orange artifacts.
Please, let me know what you think. :)
To help you further reproduce what I'm experiencing, I've also uploaded both Blender and Zbrush scenes with the full character. Link here: https://we.tl/t-TrJCuUOq6d
thanks for sharing the scene, i was able to reproduce the issue. It turns out it is caused by a option that i added to remove floating elements but for some reason this removes the shirt.
The cause seems to be how the ends of it are connected, in that region the mesh has some T junctions which causes this for some reason.
You can either resolve that with a edge split or disable the option to remove internal faces in the export preferences while i try to find out if this can be avoided.
Thanks, man! Can you please let me know when you have found a fix for it? :)