3D Asset Workflow: Troubleshooting: Difference between revisions

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⬑  [[3D Asset Workflow]]</div>
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= Summary =
= Summary =
* Check also: [[3D Asset Workflow: General Tips]]
* Check also: [[3D Asset Workflow: General Tips]]
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== Exporting highpoly mesh from ZBrush ==
== Exporting highpoly mesh from ZBrush ==
=== The model's scale is off when exporting from ZBrush to a different program ===
=== The model's scale is off when exporting from ZBrush to a different program ===
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'''The model's scale is off when exporting from ZBrush to a different program'''  
'''The model's scale is off when exporting from ZBrush to a different program'''  
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= Lowpoly/UVs/Baking =
= Lowpoly/UVs/Baking =
== Checkerboard pattern when baking mirrored objects ==
== Checkerboard pattern when baking mirrored objects ==
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Mirrored UVs in Substance Painter
Mirrored UVs in Substance Painter
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** Also re-assign the textures and materials in Modo, and re-export the FBX
** Also re-assign the textures and materials in Modo, and re-export the FBX
* If the asset has a [[3D Asset Workflow: Tintmask|tintmask]], check it's model component settings to make sure it's configured properly
* If the asset has a [[3D Asset Workflow: Tintmask|tintmask]], check it's model component settings to make sure it's configured properly
=== Other people get resource generation dialogues after my commit ===
: You didn't commit/generate all of the resource files. See above how to force them to generate
=== I get asserts / Something bugs out when I import new assets ===
: SVN update in case it's already fixed
: ''Report it to a coder'' so it'll get fixed
: '''ALSO REMEMBER TO FIX OR REPORT ANY AND ALL ERRORS AND ASSERTS'''
=== Something is wrong with my new assets before commit ===
: Try the following
:# Close the editor and delete editor_resources.bin, editor_type_checksums.bin, and editor_types.bin from [project SVN base]\binary, and restart the editor
:# If that didn't work, close the editor and delete the '''builds''' folder from the same directory. Restart the editor '''THIS WILL MAKE THE EDITOR STARTUP REALLY LONG, SO BE PREPARED'''
=== My commit window is full of stuff that I haven't modified ===
: '''This will revert all local changes made after last commit'''
:# SVN revert everything (right click on project base folder -> TortoiseSVN -> revert -> select all -> OK)
:# Perform a [[SVN#Clean_up| cleanup]]
:# SVN Update
: If you still have random stuff appearing in your commit window, it's someone else's fault. Try again after a couple of updates, in case it gets fixed
=== Everything is all messed up locally! ===
: '''This will delete/revert all local changes made after last commit'''
:# Delete editor_resources.bin, editor_type_checksums.bin, and editor_types.bin from [project SVN base]\binary
:# Delete the '''builds''' folder from the same directory
:# SVN revert everything (right click on project base folder -> TortoiseSVN -> revert -> select all -> OK)
:# Perform a with cleanup ''delete unversioned files and folders'' selected
:# SVN Update
=== My committed assets are all messed up and nothing will fix them! ===
:# SVN delete the offending assets, including their resources and types (.fbr/.fbt)
:# Commit the deletion
:# Re-import them back
:# Check everything is ok, as per the directions above (save resources, etc.)
:# Commit

Latest revision as of 09:20, 1 August 2023

3D Asset Workflow

Summary

Sculpting

Exporting highpoly mesh from ZBrush

The model's scale is off when exporting from ZBrush to a different program

The model's scale is off when exporting from ZBrush to a different program

  • This usually occurs when you export a mesh that's made completely in ZBrush, without a base mesh
    • ZBrush uses Mystery Units™ and doesn't recognize the metric system
      • What ZBrush calls "scale" is actually the size of the ZTool's bounding box in Mystery Units™
      • This can make a mess when moving stuff between software with different default units
        • For example:
  1. Your mesh is two (2) ZBrush Mystery Units™ tall
  2. You import it to Modo, which has millimeters as the default units
  3. The FBX importer converts Mystery Units™ to millimeters in a 1:1 ratio
  4. Result: Your mesh is now 2mm tall
  • To fix this, once you are ready to export, go to Tool -> Export -> Scale
    • If you use millimeters as a default, and want the conversion to be exact, you need to change the scale in ZBrush to be in the thousands - meaning, four (4) digits before the decimal point
      • Usually this means that you need to multiply it by 1000 (move the decimal point three places to the right)
  • In general, we use millimeters for everything, but other units should work as well - as long as they are always the same across all applications
    • 1 unit -> scaled to 1000 units = 1000mm = 1m

ZBrush FBX export scale for a program that uses millimeters as a default scale

  • If you use a base mesh you made in Modo and imported it to ZBrush, it should work fine
  • If you export as .OBJ, it should work fine
  • You can bypass this problem and still make your highpoly without a base mesh from start to finish in ZBrush by importing a 2x2x2m cube from Modo to Zbrush, and then appending your sculpts to the cube
    • The cube can be ignored afterwards
      • The function of the cube is to initialize the ZBrush unit space to sync up with Modo
    • After importing the cube, you can check the export scale, which should now show up in the thousands as it should

Lowpoly/UVs/Baking

Checkerboard pattern when baking mirrored objects

Mirrored UVs in Substance Painter

  • When baking mirrored UVs you can run into trouble with UV islands that are on top of each other
  • Move the mirrored UVs so that they are not on top of each other
  • If you have already textured the model in Painter and swap the model to a new version where the UVs have been updated this might ruin some hand painted areas so be aware of this

Editor

Importing Assets

My model is black/has no textures

  • In case your model is black/has no textures, processing the meshmaterial usually fixes this
    • Right-click model/type -> Locate type model resource -> find the corresponding meshmaterial -> right-click -> Process resource
    • If that doesn't help, check that your FBX file doesn't have multiple Texture channels in Modo
  • If your asset appears transparent and dark in the Editor, check that your normal maps DON'T have alpha channel in them
    • Also re-assign the textures and materials in Modo, and re-export the FBX
  • If the asset has a tintmask, check it's model component settings to make sure it's configured properly