STEP BY STEP EXPORT FROM VR TO ZBRUSH
01 SELECT FILE FORMAT AND EXPORT
In most VR software, once you have finished your model you need to locate the export panel. In Shapelab VR the panel on your hand gets you directly to the file format/export dialog. Choose the format that works for your needs. OBJ, FBX and GLB will give you what you need in most cases. Only use STL if you don’t care about the colour.
02 IMPORT INTO ZBRUSH
Open Zbrush and locate the Tool panel. Use Import and then navigate to where you have exported the model you created in VR. Import it and drag it out into the document windows and press T to make sure it is live. If it looks funny and tinted red, it is because the model is using the default red wax material. Head over to the material panel and switch to a Skin Shader and the model will look better.
03 RETOPOLOGISE
You can do a number of things now. Duplicate the Subtool. Select the new copy. Find Zremsher in the Tool panel and create an automated retopologised version of the model. Using masking you can create some polygroups to help you split down the UV sections. Using the Project feature in the Subtool panel, add the detail back from the higher resolution version. You can head over to the UV Master plugin and create some basic UV co-ordinates.
04 CREATE A TEXTURE MAP
Now you have good topology and some UV coordinates you can grab that colour data as a texture map. In the Tool panel look for UV Map and set the size to 2,028. Then move down to texture and hit ‘New From Polypaint’. This will then create a new texture map with the polypaint data projected onto it and can be exported as needed for other programs.