GoZ
From ZBrush Info
GoZ (for GoZBrush) is a dynamic bridge between ZBrush and other 3D packages. It is built around a specific file format: the .GoZ file. With a single click, you can send your 3D mesh from ZBrush to one of the supported applications. In the process, GoZ also sends your maps and sets up the necessary shader networks for rendering. You can also edit your geometry or add an element to your model as needed, then send everything back to ZBrush – again, with a single click!
GoZ even works with multiple SubTools, whether they are visible or not.
Thanks to GoZ, you devote more of your precious time to working on your model, rather than micro-managing file transfers between applications.
GoZ currently supports:
- Autodesk 3DSMax 2009, 2010 and 2011 (Windows)
- Autodesk Maya 2009, 2010 and 2011 (Windows and Mac OS X)
- Luxology modo 401 SP2 and (Windows and Mac OS X)
- Maxon Cinema 4D R11 and above (Windows and Mac OS X)
Additional applications will be added in the future, so we invite you to pay regular visits to gozbrush.com, ZBrushCentral.com or our ZBlog for more information. You can also sign up for news by email or RSS feed at support.pixologic.com.
GoZ’s communication system is open for 3rd party developers to integrate GoZ into their own applications, with the help of our SDK. If you wish to support GoZ, please contact us at gozsdk@pixologic.com.
The GoZ application selector. In this example, Autodesk Maya isn’t installed.
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Installing GoZ on Windows and Mac OSX
GoZ installation is split into two parts:
- A set of files which are installed by default in your computer’s shared folder.
- Several sets of files, each specific to one of the supported target 3D applications.
The ZBrush installer will install the first set of files in the shared folder. The second set of files is then installed by ZBrush itself. When you first launch GoZ from within ZBrush it will search your computer for any supported applications and will then install the files needed to make the bridge. During this installation stage, ZBrush will ask for permission to install the files and your OS may prompt for an administrator authorization and/or password. Please approve any requested prompts in order to have a successful installation.
GoZ will not be available in your other applications until after you have run it from within ZBrush the first time.
At any time, if you need to reinstall GoZ add a new supported application, you can go to Preferences >> GoZ within ZBrush and click on “Update all Paths” to perform a new application search and full GoZ installation. Alternatively, you can click on “Path to xxx application” and then navigate to the GoZ-enabled application of your choice.
During the application search and install process, you may be prompted to choose the version that you wish to use. You might also be asked to manually browse to select the application file.
Extra installation steps for Cinema4D:
- Launch Cinema4D, open the “Script Manager” (menu “Window:Script Manager”), and select the script “GoZBrushFromCinema4D.csc”
- Drag and drop the GoZ icon where you want in the interface (for example in the toolbar just under the menu).
- Save the current layout as your startup layout (menu “Window:Layout:Save as Startup Layout”) and exit Cinema4D.
The GoZ Commands Set
GoZ commands are located at the top of the Tool palette, split into several functions:
- GoZ: send the current Tool or the selected SubTool to the application of your choice.
- All: Send all SubTools of the selected Tool to the application of your choice, whether they are visible or not.
- Visible: Send only the visible SubTools of the selected Tool to the application of your choice.
- Reset (R): Reset the current GoZ application selected in ZBrush. On the next press on GoZ, All or Visible, the application selection box will prompt you to choose a new application (see below).
Choosing an application to communicate with
When you first click one of the GoZ buttons located in the Tool palette, ZBrush will search for supporting applications and install the needed files. Please refer to the GoZ installation chapter for more information. A window will then ask you to choose between the detected applications.
This application will be kept in memory by ZBrush and will be used each time you click on one of the GoZ buttons (GoZ, All and Visible).
If you need to change the target application, simply press the R button. This will reinitialize GoZ. When you next click on one of the GoZ buttons you will again be prompted with the application selection box.
GoZ Workflow
The GoZ workflow is quite easy and you will see how your productivity can be drastically increased by allowing you to edit the topology of your models in the software of your choice or set up a quick render. With a single click, your model appears in other software – complete with any maps that you have created for it -- ready to be rendered.
You are free to edit your topology by adding loops or extrusions, changing the silhouette if needed. When you go back to ZBrush via the other application’s GoZ button, your sculpt will be updated and all high resolution details will transfer to the new version. You can now regenerate the maps if needed or continue work before eventually sending everything back for a new render. Your other application becomes a full partner with ZBrush!
GoZ works with the current SubTool, all of a model’s Subtools, or only the visible SubTools. This allows great liberty for modifications without the need to waste time manipulating temporary files, imports and exports.
When creating new 3D objects in the 3D software, the imported object can be created as a new Tool, or as a SubTool of the active Tool. This behavior is determined by the “Import as SubTool” preference, located in Preferences >> GoZ.
An important extra point to consider about GoZ and the selected software: You can change the target application at any time. This means that you can always do operations in the external software that you find best suited to your needs. For example, you can use GoZ to send your work to a 3D modeler during the sculpting process and later use GoZ to do UV creation in a different package before finally using GoZ to send everything for rendering in a 3rd software. Because GoZ is an open file format, more applications will be added in the future. This means ever expanding workflow possibilities for you!
To proceed with GoZ, follow these simple steps:
In ZBrush:
- Create any Diffuse, Displacement and/or Normal maps, leaving them applied to their specific SubTools. (There is no need to Clone them to the other palettes for export.)
- Depending of your needs, click on the Tool palette’s GoZ, All or Visible button to respectively send the selected Tool or SubTool, all the SubTools of the current Tool, or just the visible SubTools of the current Tool.
- On the first click, GoZ will present you with a pop-up window that asks which software to work with. Click on the application of your choice.
- If the application of your choice is not running, GoZ will launch it and your model will appear. If the target application is already open, your model will automatically appear in it.
In the target application:
- Do your topology operations or renders, depending of your needs.
- If you want to send your model back to ZBrush, click on the GoZ icon available in the interface or the GoZ command located in a menu. The location of this icon or command will depend on each application.
Note: If you wish to send multiple objects at the same time, select them first. GoZ will always send back the active selection.
Back in ZBrush:
- After few seconds, your updated model will appear in ZBrush.
- If you changed the topology, a message window will ask whether to reproject the sculpting details or not. Choose the operation which corresponds to your needs.
- You are now back to the first step and free to continue working in ZBrush like normal.
- You can redo all these steps as often as you need, sending your work to any supported target application. Remember that if you wish to change to use a different target application you must click the Reset (R) button.
GoZ for mesh addition and the projection of details
One of the most powerful features of GoZ is to allow you to send your model in another 3D software to edit your topology or even add props, then bring it back to ZBrush again. This can dramatically streamline your pipeline.
To edit your topology, just press the appropriate GoZ button. ZBrush will go to the lowest level of subdivision of your model and send it to your application of choice.
It is advised to mainly refine topology by adding loops and minor extrusions to refine your shape. You should as much as possible avoid major additions like converting a sphere from ZBrush to a teapot in your other application. Upon sending back your model back to ZBrush, a message will ask you if you want to transfer the existing sculpting information to your updated model or simply replace it and delete the existing sculpting. If you have made major changes to the model and choose to transfer details, you may receive unexpected results..
When applying geometry extrusion from external applications the Project All Dist Slider will be used to project the geometry difference. By default this slider is set to 1. This slider will have to be adjusted from Subtool to Subtool.
Every Subtool will not have the same distance range. If the projection is not exact follow these steps to locate the Perfect Project All Distance (Dist):
- Undo the last projection.
- Change your Dist in the Project All section to a new level.
- Tab back to your external application.
- Click the GoZ back to ZBrush again.
- When the questions pops up again that asks if you would like ZBrush to project the difference into the sculpted mesh, click Yes.
- If you still do not get your desired result complete steps 1-5 until you find the correct range for your Subtool.
Notes: Best Results are found when the Project All Dist is 0.01 - 0.09, however this will vary from Subtool to Subtool
The projection of details can be time consuming and requires a large amount of memory.
The Projection may alter the quality of the sculpting somewhat. For best results, try to minimize the projections by not making unnecessary transfers between applications.
GoZ for the rendering
When you SubTools have displacement maps, normal maps and/or diffuse maps assigned to them, sending your model to another application the first time with GoZ will automatically create a new shader. This shader which will include all the information needed to do a render with appropriate settings such as displacement intensity value or normal map directions. You need only to add few lights, tweak the shader and your model is ready to be rendered.
The Shader tree in modo, with the shader and the corresponding maps: diffuse, normal map and displacement map.
A shader will only be created if there is at least one map selected in the Tool palette’s Displacement Map, Texture Map or Normal Map menu. GoZ won’t automatically create these maps for you. If you want to export your model with maps, you must do the following before using GoZ:
- At the lowest subdivision level, create UVs or import UVs (through GoZ or manually).
- Choose the size of your texture in the Tool >> UV Map menu.
- Create your diffuse, normal map or displacement map in the Tool palette menu of the same name. GoZ will only send the displacement, normal and/or diffuse map(s) if the map(s) are in the small preview thumbnail of the associated sub-palette.
- Once all necessary maps are applied to the desired SubTools you can send your model through GoZ to the application of your choice for rendering.
If you add new maps or regenerate existing ones after the creation of the shader, GoZ will try to automatically update them in the previously created shader. Wherever possible, it will try not to affect any edits that you’ve made to the shader’s settings.
Note about 3DSMax : 3DSMax creates a Shell shader, which will let you choose a real-time shader and a rendering shader. The real-time shader is based on a DirectX Shader, to have the normal map displayed in the viewport while you work.
GoZ for base mesh creation
If you need to create your 3D base mesh in another application, you can send your ZBrush model to that application for use as a template to create new models and even props.Once your model is done, select it (along with any props that you’ve created) and send it back to ZBrush through GoZ. Depending upon the Preferences >> GoZ >> Import as SubTool setting, your model will be created as a new Tool or added to the currently selected Tool as a new SubTool.
Working with several Tools and SubTools
GoZ is able to work with several Tools or SubTools at the same time, sharing them between different target applications. The only important thing to consider is ensure that each object has a unique name. As the models are sent between several applications, this is the only way to keep track of all your edits and changes.
GoZ can work with:
- Different Tools which contain no SubTools.
- SubTools which are in different Tools.
- All the SubTools of a Tool, visible or not.
- A new 3D model imported from another application as a new Tool or as a new SubTool.
When doing all your GoZ operations, ZBrush will be able to automatically select the corresponding Tool or SubTool or the corresponding mesh in the target applications.
GoZ restrictions
As explained in the Working with Several Tools and SubTools section, the main restriction of GoZ is to have unique Tool or SubTool names, including between all the loaded Tools. If you have two loaded Tools of different names which each have a SubTool named “Polymesh3D_1”, it is possible that the wrong model’s “Polymesh3D_1” SubTool could be edited when bringing work back into ZBrush.
Additionally, GoZ only works with Polymesh objects. If you want to use GoZ with an Adaptive Skin preview, an Unified Skin preview, a 3D Primitive or a ZSpheres skeleton, you must first convert them Polymesh 3D objects.
GoZ preferences
The GoZ Preference menu -- located in the Preferences palette -- includes several utilities which are important to be familiar with:
- Import as SubTool: When enabled, this option will make all new 3D models imported via GoZ a SubTool of the active Tool. If it is disabled, all the new 3D models will be imported as a new Tool.
- Clear cache files: GoZ uses temporary files and maps, which are located in your Users/Public/Pixologic folder (or similar, depending upon operating system). These temporary files are not automatically deleted. From time to time you should clear all cache files to remove unnecessary temporary files and free up room on your hard drive.
- Force Reinstall: by clicking this utility, ZBrush will reinstall all GoZ files for the target application of your choice so that it can support GoZ.
- Update all Path: By clicking on this utility, ZBrush will search for all GoZ-enabled applications located in your default applications folders: C:\Program files(x86) and c:\Program files (or similar) on Windows and Applications on Mac OS X. For each application found, ZBrush will display a dialog box which will let you choose between the different versions found. Also, in case ZBrush can’t find the application (most often because it’s not located in the usual application folders), you can browse your hard drive and select it manually. After choosing the application, ZBrush will install the necessary files in the Target application and may ask you for the administrator password.
- Path to...: Different applications are listed, depending on the installed GoZ-enabled applications. Once a new GoZ-enabled application has been added, a new Path to “name of the new application” will appear. Click on it to do the same operation as Update all Path action, but only for the application corresponding to the button you pressed. This step is useful if you installed a new version of the target application or reinstall that application.
GoZ with non-supported applications
GOZ is an automatic system which uses several functions of ZBrush that were introduced in ZBrush 3.2 for Mac OSX and ZBrush 3.5 for Windows. These functions have mainly to do with topology editing.
If you need to edit your topology in a non-supported application, do the following steps:
- Go to the lowest level of subdivision.
- Export your model as an OBJ file.
- Import it in the application of your choice.
- Do your topology edits or UV modifications.
- Export your model as an OBJ file.
- Switch back to ZBrush. With the original Tool still selected at its lowest subdivision level, click Tool >> Import and load the modified OBJ file.
- If you changed the topology, ZBrush will prompt you to project the details or not. Choose yes if you want to transfer your original sculpting to the new topology. Choose no if you wish to discard your original sculpting.
SDK
A GoZ SDK is available on request by email to gozsdk@pixologic.com. With this SDK, any developer will be able to integrate GoZ into their application very easily. Please contact us with any GoZ development questions, as well as to let us know when support has been completed!
GoZ in the future
Thanks to its public SDK, several new applications will be added in the future, expanding the abilities of GoZ. Please, visit the http://www.GoZBrush.com webpage on a regular basis, the ZBlog at http://www.pixologic.com/blog or ZBrushCentral.com to discover the new applications. You can also be sent GoZ news by RSS feed or email announcement: simply subscribe to one of the news options at http://support.pixologic.com.
Thanks!
The Pixologic team would like to thanks Norman Schaar who created GoMax, the first community GoZ project around 3DSMax, with the help of Björn Albihn, Till Maginot and Mark Hancock, who inspired us for some 3DSMax interesting functions to implement in GoZ!
You can visit the GoMax project thread and its creators' personal websites:
- Norman Schaar: www.norman3d.com
- Björn Albihn: www.albihn.net
- Till Maginot: www.blog.maginot.eu
- Mark Hancock



