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View Full Version : MAx to Zbrush 2.0, How do i Retain my UV's intact?



ShaneCaudle
04-03-04, 12:34 PM
I'm using MaxtoObj6.0 (http://www.cadalyst.net/extras/plugins/Import.html) to export my model, but when I do, I get this.

http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081024312wmp.jpg

The mapping is kinda right, but garbled.

Anyone have any idea whats going on here?

What is other peoples workflow?

I can't believe they didn't support any more import and export types in 2.0.

Sami Sorjonen
04-03-04, 01:35 PM
I run into this problem first time years ago - you are using habware max2obj...? - check "# of digits" - put 5 or so... i think is the precision on numbers on right side of the "," :) ... if it's one or too low, UV vertices get quantized

- I hope this helps!

-S-S

ShaneCaudle
04-03-04, 03:35 PM
Sweet Thanks Sami!

grassynoel
04-08-04, 10:53 PM
The precision of the digits is a BIG factor in getting max coords into ZBrush. I don't know why the fault is so low. Habware's OBJ exporter ir the best way I've found to get from max to Zbrush.

Glenn