Hey guys,
your point order is chaning. I don’t use Maya, but there are a ton of threads about getting it to work, do a search for UV Maya, or something of the like, you’ll find it.
ok thanks, ill do a search.
i had that until i changed some things around in my obj exporter (max) and changed some things in zbrush “import/exporter”. make sure in zbrush import exporter settings that these are checked "iFlipY, iFlipZ, eFlipY, eFlipZ and Import Polygroups. when exporting make sure these are checked, Obj, Qud, Txr, Mrg, Scale 1. I use max but the obj exporter options might be the same in maya, here is what i use on those- "Group by object, Rotate model, Faces= Polygons and Texture Coordinates. All other options are off. hope this helps.
well I spent 2-3hrs last night searching and trying these methods of fixing the exploding mesh. None seem to work. I still have few methods that I can try, but it involves more time and patience.
All of the bee is quad’s except near his nose. So maybe thats whats messing **** up. Ill quickly re-edit the topology and follow the same point of order.
If not then, Ill try the morph target method.
If anyone has any info/knowledge on this matter please feel free to give me a shout.
Thanks cybertm, and goast666 for you input.