When sending a model from ZBrush to KeyShot using the ZBrush to KeyShot Bridge, ZBrush materials such as MatCaps are included by default. In some cases, you may want to send only the color information (PolyPaint or texture map) without any ZBrush material effects.
Below are three methods, listed from simplest to more advanced.
Method 1: RGB Only Using Flat Color (Simplest)
This method removes material influence before sending the model.
Load your PolyPainted model in ZBrush.
In the Material palette, select Flat Color.
The model should now display only its RGB (PolyPaint) information.Send the model to KeyShot using the Bridge.
The model will appear in KeyShot using only the RGB color data, without MatCap or material shading effects.
Method 2: Use Vertex Color (VColor) in KeyShot
If the model has already been sent:
Send the PolyPainted model from ZBrush to KeyShot using the Bridge.
In KeyShot, right-click the material applied to the model and choose Edit Material.
In the Material Graph or Project panel, locate the Base Color input.
Under Textures, change the color source from Texture Map to Vertex Color (VColor).
The model will now display only the vertex color (PolyPaint) information.
Note
You may need to adjust the Gamma value in KeyShot to match the appearance from ZBrush.
Method 3: Use a UV Texture Map Only
This method is used when your model uses UVs and a texture map instead of PolyPaint.
In ZBrush:
Ensure the model has a texture map applied under Tool > Texture Map.
Click Clone Txtr to copy the texture to the Texture palette.
Export the texture map using Texture > Export.
Do not export as PSD, as KeyShot does not support PSD files. Use formats such as JPG, PNG, or TIFF.
With the texture still applied in ZBrush:
Send the model to KeyShot using the Bridge.
In KeyShot:
Right-click the material and choose Edit Material.
Locate the Mapping settings.
Change the Mapping Type from MatCap + VCol (or similar) to UV Coordinates.
Remove the automatically assigned EXR map.
Assign the texture file you exported from ZBrush.
The model will now display using its UV coordinates and the texture map only, without ZBrush material shading.
Summary
• Use Flat Color before sending for the quickest solution.
• Use Vertex Color in KeyShot if the model has already been sent.
• Use UV mapping and exported texture maps when working with traditional texture workflows.
All three methods allow you to render only color information without ZBrush material effects such as MatCaps.
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