

Use your ID maps as masks for each Texture Set. Each program has a different word for the same thing.

Substance Painter will read CC3's 'UVs' & Zbrush's 'Polygroups' as 'Texture Sets'. In Zbrush, you have the freedom to paint in whatever ID's you like, and import them into Substance Painter. I still have some experimenting to do with this, but below is what I think will work: - ID map creation is the way to 'break free' or override the automatic UV's/Polygroups you are bound to by the source CC3 avatar. 9) If you created ID maps, these can be used in Substance Painter if you want to do your own texturing. 8) Once in CC3, apply newly created AO & Normal maps from Zbrush into the correct shader texture channels. Make sure the poly count matches the source CC3 file. 7) Export your modified Zbrush model back to CC3 (swap out). This takes a little time, as you have to hide polygroups that you don't want exported. Keep in mind, the ZBrush map export process requires each polygroup (UV's) to be exported separately.

6) Export any maps you have created (Normal = Level 1 SubD export/ AO = Level 5 SubD export / ID = Level 5 SubD export). 5) Once the Zbrush model is finished, unhide any hidden polygroups & remove all masks. You can also hide polygroups that you don't want to mess with during the sculpting process here. 4) Immediately add Subdivisions to the ZBrush model (I usually go up to level 5) before modifying your mesh.I usually prep the model with masks on a level 5 (for cleaner edges), and then drop down to level 3 to start sculpting (eventually finishing sculpt on Level 5). You will see the avatar is reading CC3's UV assignments as Polygroups automatically. 3) Once the model is drawn in Zbrush (now a editable subtool), turn on 'Draw Polyframe' (Shift +F). This is not a big deal though,& just makes for a cleaner Zbrush file to start with. If you are just sculpting the body, you probably don't need the teeth, eyes, etc. 2) When exporting your avatar from CC3, only select the avatar's mesh's that you need. For some reason, CC3 requires itself to be opened first for Zbrush to be able to communicate correctly. Bottom line, GoZ works great, always be sure to Open your CC3 program & file before Opening ZBrush for it to work. OBJ is probably fine, but I did encounter a few issues with OBJ that I need to explore further. So I've adjusted my workflow to maintain a 'peaceful' pipeline, always allowing for the adjusted Zbrush model to swap out the source CC3 model. As we all suspected, 'Auto-Grouping' in ZBrush will mess up CC3's entire format, and break the link from the source CC3 model. They are based on CC3's UV layout, and ZBrush with automatically interpret the UV layout into Polygroups once imported as a subtool. Since then, I've discovered the poly groups that CC3 exports to Zbrush (or any 3D program) is locked in.

Hi gang, Well, this post was early on in my CC3 pipeline dev learning.
