View Full Version : Z3 , Unmerged UVs for exported OBJ
Maya_Mana
05-29-07, 02:50 PM
hi guys
I wonder why Z3 leaves the exported OBJ 's UVs Unmerged... ?
i have avtivated the Merge botton in Export section of Tool Plalett ... I don't know why th exported UVs are still unmerged ..
thank you
YannickLeclerc
06-01-07, 05:35 PM
yea same for me, i tried the model in z2 and everything works fine, anyone knows why this is happening?
Blaine91555
06-01-07, 07:05 PM
You should place this in the Questions thread to get help. You may need to have different settings in the other software you are opening the exported mesh in.
YannickLeclerc
06-01-07, 08:04 PM
You should place this in the Questions thread to get help. You may need to have different settings in the other software you are opening the exported mesh in.lol,i already post it on question section, i also found it wasnt the good place, and settings are fine for me, im pretty sure of that, thx anyway
http://www.zbrushcentral.com/zbc/showthread.php?t=46501
Blaine91555
06-02-07, 02:44 PM
I think they are a bit busy right now ;)
Ramza27
06-05-07, 08:53 PM
Ran into this problem as well... kinda frustrating b/c the Max import solution posted elsewhere depends on ZB exporting out again...
XxDarkMessiahxX
06-22-07, 08:52 PM
I was getting this problem the other day... or at least I think its the same problem you're having. I built my base model in Maya, UV mapped it there, imported to ZB3, and sculpted a bit. Just to check, I imported back to Maya, and all my UVs were individual faces, with none of the edges merged, with no more selectable UV shells. After playing around for a while with export settings and stuff I figured out one of my problems was that I accidently left my UVs layed out in negative X and Y space instead of all positive. After fixing this, and reimporting then exporting again with Txr, Mrg, & Grp, checked, the problem seemed to be fixed. I dont know if this helps anyone, but it might be worth double checking if you're using another app & UV mapping is important.
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