Bring in a tool from blender with polygroups in zbrush

bring in a tool from blender with polygroups in zbrush

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A low value will detect create Polygroups based on the tokl variations on the mesh, so that fully masked areas affected area closer to the point where they are perpendicular to the camera.

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I made a shirt in Marvelous Designer. When importing it in blender, the different fabrics show up as different materials under the same. Try clearing any polygroups before you export the mesh (or turn off the Tool: Export: Grp option), as this can mess with the expected vertex. Go to Edit Mode and select what you want to Polygroup. Go to Object Data tab and click plus next to Vertex Group then assign with your selection.
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The Daz-exported obj loads fine into Lightwave where again the Surface Editor lists the same surfaces, and all texture maps applied. Now you can export the whole thing. Nice tip!! Animate, still render, game use? Once you are done sculpting in Z brush, you still have to rebuild your model as a proper low-poly asset, suitable for SL or any game really.