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Welcome to the iClone: 3D real-time visualization and digital storytelling Forum

iClone: 3D real-time visualization and digital storytelling F.A.Q (Last Updated: 2016 Nov 30 9:55 am)

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Subject: Character Creator -> 3DXchange -> Zbrush -> 3DXchange


abdo2 ( ) posted Sat, 02 January 2016 at 9:08 PM · edited Mon, 15 April 2024 at 2:45 PM

Hi,

Here is the workflow I am trying to do and the problems I am facing.

  1. Create a character with Character Creator
  2. Export it as iAvatar and open it in 3DXchange
  3. Export the body as obj I can only find a RL_G6_Body obj in 3DXChange with the head, body, nails, so I export that. The problem is this single object has several materials, Skin_Head, Skin_Body, Toenail, Eyelash, etc...
  4. Import that obj into zbrush It is imported as single object, and if you checked the UV map check, you will find overlapping uvs because of the different materials.
  5. Do whatever editing you need to do
  6. create normal map and export new .obj
  7. Import the new OBJ and you already see the original texture maps from character creator are screwed up a little bit. I guess because zbrush does not preserve the uvs in the right way when exporting it, because they are overlapped in the same object.
  8. To import the normal map, you will find several materials in 3DXchange, Skin_Head, Skin_Body, etc.. If you import the normal map, you will get screwed up result for the same reason.

I think the pipeline is broken, is there something that can be fixed, or is there an alternate pipeline?

Any help is greatly appreciated.


Realtimer ( ) posted Sun, 10 January 2016 at 9:01 PM · edited Sun, 10 January 2016 at 9:03 PM

Hello adbo2,

Thank you for your question, and apologies for the late response! One simple test you could do, have you tried using the Character Creator to generate your character and first send it to iClone, and later to 3DXchange? I know this may sound silly, but I am just trying to find out if there is an issue with the initial export.


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