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GoZ from Zbrush to Maya splits UVs by polygons, how can i fix it?

Ok so im having an issue that i cant figure out the answer too, some of you may know that if you export an oject as a OBJ and under the export tab if you have the “grps” checked it will split your UVs into per polygon shells (each polygon is detached ito its own shell"

now im trying to GoZ my character to maya because there is hundreds of subtools and i cant export and import them back and forth 1 by 1 and every time i do it my Uvs are split when they arrive to maya, Anyway to fix that?

No, it will not.

OBJ files opened with text viewer so no importing to other 3d app.

-Cube 1x1x1 exported with no “grps” and 6 UV shells, so each poly is separate shell:

File exported by ZBrush

www.zbrush.com

g ZBrushPolyMesh3D
#Vertex Count 8
#UV Vertex Count 24
#Face Count 6

^ This OBJ don’t have Group section in file

-Cube 1x1x1 exported with “grps” checked - 2 UV shells, 6 polygroups:

File exported by ZBrush

www.zbrush.com

#Vertex Count 8
#UV Vertex Count 16
#Face Count 6

g Group10
f 1/1 2/2 3/3 4/4
g Group15
f 2/2 5/5 6/6 3/3
g Group20
f 7/7 5/8 2/9 1/10
g Group25
f 8/11 6/12 5/8 7/7
g Group30
f 4/13 3/14 6/12 8/11
g Group35
f 1/1 4/4 8/15 7/16

Someone else posted about the same thing a few weeks ago, and it was caused by having Dynamic Subdivision ON when Gozing.