ZBrushCentral

Anyone use Modo with Zbrush, cant bring a Uv maped mesh into Zbrush? (RESOLVED)

I realy need to knoe if this is a Zbrush fault or Modo? I simply cant UV map my sculpted model then bring it back without Zbrush destoying the mesh.

Apparently Modo is not changing the point order so what is causing this problem, at the moment I cant use these two apps together.

===================================
ISSUE RESOLVED
===================================

I had somone very helpfull at CG talk that showed me how to apply the Uvs without effecting the point order, i.e without flipping the normals, for some reason this didnt fix the exploading mesh, this is why I didnt take another look at normals being the problem.

Here is what I done. I got a much older mesh that worked for importing Uvs into Modo, I noticed right away that the normals where fliped the right way around. Looking at the problem mesh in ZB showed that the display propoties had turned on double, so the normals apreared ok. When I tryed to even import a mesh as described in this thread all Sub D levels dissopeared.

I knew right away this was a normal problem when I tryed to flip the normals as all Sub d levels dissopeared, just like I described in this thread.

I cloned the mesh and kept one at lowest level and the other at the highest, both with no Sub-Ds, both meshes got fliped. I apended one mesh into the other deviding the low res one, and applying Project All. I then had got my detail back with all Sub D levels. Now Uvs importing works and no dissopearing Sub-Ds.

If anyone is interested in seing a video on this drop me a PM and il give you a link to watch it.

Video here. http://www.veoh.com/videos/v6598437aqrfrZkj

Thanks for the help.

I’m not sure but i vagely remember another forum member saying that Modo DID change the point order, but forgive me if i’m wrong.
have you read these threads? not sure if they’ll help
http://www.zbrushcentral.com/zbc/showthread.php?t=55366
http://www.zbrushcentral.com/zbc/showthread.php?t=47336

I didn’t try with mod 302 yet, but it works perfectly with 301. But you have to know one important tip : your UVs must be strictly between 0 and 1 value, it means that you have to check that no UV vertices are strictly on the box edge in modo.

uvspace.jpg

Thanks for posting thoes links, I was trying the first one and found that my problem is much bigger than I first thought, which I will post in another thread.

Basicly, I exported the low res and high res mesh and didnt take them any where els. I directly imported the low res and devided it to level 5, like my hires mesh. I imported the hires one back, and all sub d levels are gone, im lest with one high res mesh?