View Full Version : uv maps from 3dsmax
hi, quite new to Zbrush, and im trying to import a model from 3dsmax with uv corrdinates on it, just so I can use it to paint on details and use the whol shebang as a normal map on my original model.
however.somewhere along the way (obj export from man, import to zbrush, subdivision,sculpting, exporting to obj again) the UV map gets lots and is replaced by what seems some kind of tile uv map made in Zbrush. is it possible to keep my old 3dsmax uvmap all the way? I really dont wanna work with the UV tools in zbrush.
cheers.
wille
Zeddicus
04-06-04, 01:42 AM
Perhaps you could post the model? I would be willing to play around to try to figure this one out, as I'm sure others would be as well. Plus I'm interested in the answer too, but haven't gotten that far yet (still working on displacement and normal mapping features hehe).
Cezar Souza
04-06-04, 09:04 AM
If you're using ObjetoMax and MaxtoObj Plugins, you should import not only the obj produced from ZBrush, but also the mtl generated... this will enable you to use the ZBrush UV coords in max. But as for manteining the original max coords after the ZBrush pass I'm clueless... Hope to be of help anyway :p
Jaycephus
04-06-04, 10:03 AM
Could this (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014705) be related to your problem?
grassynoel
04-08-04, 11:18 PM
Useing Habware's OBJ to max with the mapping retained will take your coordinates into zbrush fine. Make sure that you have set the spinner at the bottom of the exporter to it's highest value (12 from memory). This will ensure your mapping coords are exported with maximum precision.
It also sounds like you're destroying your mapping coords and replacing them with Zbrush's native mapping system. Look at your workflow and try not to generate mapping in zbrush if you want to retain the mapping ex-max. I like the guv mapping from zbrush. It's also easy to re-bake the texture out into any other coordinate system once back in max so I use GUV all the time.
Glenn M
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