Exporting
by Brandon Baker · in Artist Corner · 12/14/2008 (12:01 pm) · 14 replies
When I export a 3d object from ZBrush3 to blender I got that to work fine. I turned it into a blender file then install the dts export for blender as it gets rid of all the other things so that's why I made it a blender file. I put the object back and quick set up dts then export it exports only part of it.
this is what the object looks like game looks like a bottle cap. :P
[IMG]http://img241.imageshack.us/img241/5158/newbitmapimageop2.png[/IMG]
By bigdog1787
This is what it should look like. you can't see much detail there no texture on it and I just made some random quick item so i can see if I can get it in the engine first to work right. i must decide if I want to buy this engine which looks like I will once i get this object to work. I made object in ZBrush3 as I might be buying that it just make it so easy to make things with 0 lag even though 4gb ram seems to do fine anyway. o and I using the TGEA engine I even use constructor and same thing.
[IMG]http://img131.imageshack.us/img131/2895/newbitmapimage2ay4.png[/IMG]
By bigdog1787
and what it looked like in ZBrush3.
[IMG]http://img408.imageshack.us/img408/1806/newbitmapimage3vt2.png[/IMG]
By bigdog1787
this is what the object looks like game looks like a bottle cap. :P
[IMG]http://img241.imageshack.us/img241/5158/newbitmapimageop2.png[/IMG]
By bigdog1787
This is what it should look like. you can't see much detail there no texture on it and I just made some random quick item so i can see if I can get it in the engine first to work right. i must decide if I want to buy this engine which looks like I will once i get this object to work. I made object in ZBrush3 as I might be buying that it just make it so easy to make things with 0 lag even though 4gb ram seems to do fine anyway. o and I using the TGEA engine I even use constructor and same thing.
[IMG]http://img131.imageshack.us/img131/2895/newbitmapimage2ay4.png[/IMG]
By bigdog1787
and what it looked like in ZBrush3.
[IMG]http://img408.imageshack.us/img408/1806/newbitmapimage3vt2.png[/IMG]
By bigdog1787
#2
http://img131.imageshack.us/img131/2895/newbitmapimage2ay4.png
http://img408.imageshack.us/img408/1806/newbitmapimage3vt2.png
dang it. :P
12/14/2008 (12:05 pm)
Http://img241.imageshack.us/img241/5158/newbitmapimageop2.pnghttp://img131.imageshack.us/img131/2895/newbitmapimage2ay4.png
http://img408.imageshack.us/img408/1806/newbitmapimage3vt2.png
dang it. :P
#3
2. Artist Links including tutorials and info on Blender (and other modelling programs) are available from Documentation -> Artists drop-down-menu at the top of each page.
12/14/2008 (12:53 pm)
1. Markup in the forums www.garagegames.com/help/help.php?page=markup2. Artist Links including tutorials and info on Blender (and other modelling programs) are available from Documentation -> Artists drop-down-menu at the top of each page.
#4
[img]http://img241.imageshack.us/img241/1622/newbitmapimagecopydv7.jpg[/img]
This is a non manual one without disconnecting some links as i disconnected some links up top to follow a video tutorial on how to do it. I only added the stuff it showed he had linked on his computer besides the textures that are linked up on top of his stuff. I also have 2 scenes I don't know how to get rid of the other one I tried but can't find a way to get rid of it. I know how there are 2 scenes its because when importing from ZBrush3 it keeps the other scene but makes new one. I still get the same thing this time I got a error when doing so though. I still see object in game but only the very top part of the object is showing every time i get a object just not the hole object. I just don't know why its not putting the hole thing.
[img]http://img101.imageshack.us/img101/8855/newbitmapimage2rz9.jpg[/img]
It would be allot easier if someone just made a export for ZBrush3 to dts but I know it would be hard doing that as you cant script that I know of. I have read allot in forums people have been using ZBrush3 and gotten object to work just how i have no clue. i have no clue whats up this this export for blender ether it messes up all imports and exports so where its just the dts exports but yet the exports are still there as I get rid of the export program file it makes and everything is back just not the dts ones. I have even tried one of the other lower versions of the export they do same thing.
I think this is what you was talking about but its for 3DSMax and I got even more confused on this one as it looks way different.
http://www.garagegames.com/docs/tgea/official/
12/14/2008 (6:40 pm)
Well I did not quite get what you was talking about but i did a manual one.[img]http://img241.imageshack.us/img241/1622/newbitmapimagecopydv7.jpg[/img]
This is a non manual one without disconnecting some links as i disconnected some links up top to follow a video tutorial on how to do it. I only added the stuff it showed he had linked on his computer besides the textures that are linked up on top of his stuff. I also have 2 scenes I don't know how to get rid of the other one I tried but can't find a way to get rid of it. I know how there are 2 scenes its because when importing from ZBrush3 it keeps the other scene but makes new one. I still get the same thing this time I got a error when doing so though. I still see object in game but only the very top part of the object is showing every time i get a object just not the hole object. I just don't know why its not putting the hole thing.
[img]http://img101.imageshack.us/img101/8855/newbitmapimage2rz9.jpg[/img]
It would be allot easier if someone just made a export for ZBrush3 to dts but I know it would be hard doing that as you cant script that I know of. I have read allot in forums people have been using ZBrush3 and gotten object to work just how i have no clue. i have no clue whats up this this export for blender ether it messes up all imports and exports so where its just the dts exports but yet the exports are still there as I get rid of the export program file it makes and everything is back just not the dts ones. I have even tried one of the other lower versions of the export they do same thing.
I think this is what you was talking about but its for 3DSMax and I got even more confused on this one as it looks way different.
http://www.garagegames.com/docs/tgea/official/
#6
During the export, click the tab "Materials" and see if your UVmap texture is listed. If it isn't, then that's your problem, if it is, then make sure it's in the same Torque directory as the final model.
If you're using the newest (beta) version of Blender (2.48, I think), I'd suggest using an older one, such as version 2.44.
12/14/2008 (6:57 pm)
Your model is orange because it either doesn't have a material/texture UVmapped to it in Blender for export and/or said texture is not in the same directory as the model when placed in game.During the export, click the tab "Materials" and see if your UVmap texture is listed. If it isn't, then that's your problem, if it is, then make sure it's in the same Torque directory as the final model.
If you're using the newest (beta) version of Blender (2.48, I think), I'd suggest using an older one, such as version 2.44.
#7
I will try with blender 2.44 and link things up maybe I might try a basic blender object be for trying ZBrush3.
12/14/2008 (7:58 pm)
I using the newest blender will try that I don't care if the object is orange I don't have a texture on the object I just trying to get the the hole object to work game. I only get part of the object which is the top of it I want the hole 3d object. What I have read you can put 3d objects in the trial unless they changed that which i don't think so as I get a object just not hole object. :PI will try with blender 2.44 and link things up maybe I might try a basic blender object be for trying ZBrush3.
#8
12/14/2008 (10:00 pm)
I just put blenders starter box up and it works fine and the new blender 2.44 makes the img i am trying to put up very small but that's ok. I tried putting it on there how I did with the box all I did was press the auto set up future to get the box up yet I still only see the top part of my object. The new blender 2.44 makes the object from ZBrush3 with the existing scene now so that works allot better but I still only get part of my object I just don't see why yet. I am also going to make a hole new object in ZBrush3 one that's even easier then this one i trying to get up as I might know what the problem is maybe but i just don't see why they would be or maybe just from messing around with stuff so much in ZBrush3 I did something wrong but why would blender view it just find I just don't see what the problem is still.
#9
12/15/2008 (4:43 am)
Check your normals in Blender. If bits of your model aren't displaying, your normals are probably inverted.
#10
12/15/2008 (6:31 am)
...
#11
Is there a way to get past that limit besides cutting up the object in parts.
I think there should be no limit as in ZBrush3 you can work with mills of triangles it makes objects look allot better. :( looks like there is no way around it and we can only make low mesh objects or cut the up. I don't know how one would put together a character all cut up as that's one reason why to get ZBrush3 for for characters it makes it so easy to make high quality characters.
12/15/2008 (2:26 pm)
Wow three is a limit on triangles that sucks. the object has 107,172 exact triangles.Is there a way to get past that limit besides cutting up the object in parts.
I think there should be no limit as in ZBrush3 you can work with mills of triangles it makes objects look allot better. :( looks like there is no way around it and we can only make low mesh objects or cut the up. I don't know how one would put together a character all cut up as that's one reason why to get ZBrush3 for for characters it makes it so easy to make high quality characters.
#12
ZBrush is best used to load in existing low-poly models, create extremely detailed models, and then render out the normal maps so that you can make a detailed compromise in your modeling.
12/15/2008 (3:05 pm)
It also makes it easy to kill Engines like Unreal 3 since the models are not meant to be used for real-time gaming.ZBrush is best used to load in existing low-poly models, create extremely detailed models, and then render out the normal maps so that you can make a detailed compromise in your modeling.
#13
Thanks to the ones that help me its a good engine just I don't like limitations I will more then likely buy it still as its good for a starting out engine. Maybe after making first game might be able to have the money for a high end one. :P
12/15/2008 (5:59 pm)
I just took a box and imported it worked fine. I like the auto linking thing for dts it will save allot of time only thing is for textures we do have to set some stuff for that but its easy stuff. I just have to do things by hand in blender or other 3d program for making objects then. I still think there should be no limit you guys are not making the game we are if we want high poly then that's what we should be able to do. Poly count don't make games lag its the textures that make games lag. I think there might be a way but it would mean us having to make are own exporter. :PThanks to the ones that help me its a good engine just I don't like limitations I will more then likely buy it still as its good for a starting out engine. Maybe after making first game might be able to have the money for a high end one. :P
#14
Textures, or somewhat more importantly, shader passes are definitely something that make a game lag in terms of hardware, but polygons and badly constructed, unoptimized models can as well. It is easy to say polies do not matter since modern hardware has made them mean less and less as long as they are used in traditional ways that are quickly computed. But it doesn't mean that they do not matter, especially if you are throwing a ton of polies into a scene and performing different shader passes on them.
I know a lot of teams that use ZBrush and Mudbox to create their normal maps and add amazing detail to their models, but I cannot think of many that use it as their primary modeling tool; at least not in the game industry. Especially since its models can often cripple leading packages because they do not work with the models in the same way as ZBrush/Mudbox. Most artists I know that use ZBrush/Mudbox use a program like Max or Maya to create their models and detail it in ZBrush to add all of the sweet high-poly elements. Then make the normal maps to approximate the look.
You need to model accordingly and optimize your scenes for best performance with the desired visual effect. There will always be give and take depending on the hardware you are targeting. Most modeling packages are capable of creating engine-crushing models. ZBrush and Mudbox, because of their high-detail orientation, make it extremely easy to make models that not only crash engines, but kill other high-end modeling apps.
12/15/2008 (7:39 pm)
Zbrush can easily cripple Unreal 3 or Crysis as well. Actually, the Make Something Unreal contest even has an artist entry which often cripples the engine. It is pretty to look at, but you couldn't play it as a "game" to save your life. But that's not the point. The point of that contest area is to make something beautifully Unreal, and the results are often stunning.Textures, or somewhat more importantly, shader passes are definitely something that make a game lag in terms of hardware, but polygons and badly constructed, unoptimized models can as well. It is easy to say polies do not matter since modern hardware has made them mean less and less as long as they are used in traditional ways that are quickly computed. But it doesn't mean that they do not matter, especially if you are throwing a ton of polies into a scene and performing different shader passes on them.
I know a lot of teams that use ZBrush and Mudbox to create their normal maps and add amazing detail to their models, but I cannot think of many that use it as their primary modeling tool; at least not in the game industry. Especially since its models can often cripple leading packages because they do not work with the models in the same way as ZBrush/Mudbox. Most artists I know that use ZBrush/Mudbox use a program like Max or Maya to create their models and detail it in ZBrush to add all of the sweet high-poly elements. Then make the normal maps to approximate the look.
You need to model accordingly and optimize your scenes for best performance with the desired visual effect. There will always be give and take depending on the hardware you are targeting. Most modeling packages are capable of creating engine-crushing models. ZBrush and Mudbox, because of their high-detail orientation, make it extremely easy to make models that not only crash engines, but kill other high-end modeling apps.

Torque Owner Brandon Baker
World Core Studios
[URL=http://img131.imageshack.us/img131/2895/newbitmapimage2ay4.png
[URL=http://img408.imageshack.us/img408/1806/newbitmapimage3vt2.png[/URL]
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