ZBrushCentral

Geo Freak out

Hey guys,

I have an issue with the geo freaking out after fixing the UV's in another 3d package and reimporting. Exporting the piece of geo(the bee). Importing it into maya, and just automatically unwrapping the UV's. Save, then re-export the obj. and go back in to zbrush. With the tool loaded, i re-import the new UV'd obj and let it do its business. And at the end I get these blown up mesh. Any help would be great. Thanks, Curtis.

Attachments

ScreenHunter_03 Jun. 11 19.jpg

ScreenHunter_02 Jun. 11 19.16.jpg

ScreenHunter_01 Jun. 11 19.jpg

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.