ZBrushCentral

How to export the unwrapped object

Hi.
I unwrapped an object using uv master, then I go to tool pallet and hit export. when I import the obj file in 3ds max its not unwrapped. why is this happening?

Do you have UV’s and a texture map? You stated you unwrapped…

Did you clone the subtool first, and if so did you remember to copy & paste the UV to the original?

Guys I managed to import the object into 3ds max and its unwrapped. I got an issue tho, after applying the texture to my object in 3ds max, the texture loads upside down in uv editor window (refer to picture attached). Any solution to this? (aside from fliping the uvs in the editor). why the texture gets exported upside down from zbrush? something I might be doing wrong?

P.S:
why the model gets unwrapped in different pieces? Why arent they connected as a whole?

Attachments

upsidedown.jpg

You just have to flip it somewhere(wherever works best for you). It’s been covered on here.

why the model gets unwrapped in different pieces? Why arent they connected as a whole?

Why don’t you read up on the process?

Where can I read it tho?

You could be using GoZ and maybe eliminate some of these issues. Link below my posts to abundant docs and you have a Documentation folder inside the ZBrush folder…and the forums are searchable.

It looks like you have multiple tori, that would cause it to make separate UV islands.
Also when you export your texture from ZBrush it needs to be flipped vertically for some software and not others, it just depends on the software, and I have no idea why.
As I understand it you don’t need to flip the UV’s so much as you need to flip the texture you generated.
A good example of this is I do not need to flip them for Blender but I do need to for OpenSimulator… and I almost always forget!

One last thing, you are in the right place to ask questions, reading stuff may only get you so far, sometimes asking can be very helpful.

It looks like you have multiple tori, that would cause it to make separate UV islands.

What you mean by “Tori” and how do I fix that so I can have one whole texture?

you are in the right place to ask questions, reading stuff may only get you so far, sometimes asking can be very helpful.

I thought the same, I mean if were not supposed to ask question and seek help from others on the forums, what good are they?
Cheers :slight_smile:

A tori is a donut… the things cops like.
I honestly dont know another word for it.

Its basicly a round thing with a hole in it. If you have more than one of them (as a single object) you will have what are called islands in your UV’s. This means that the textures you export for an object like this will have more than one part to it.
You could fix this by UV’ing each object separately I think.

Here is very much simplified view of this:

This:
Round.jpg

Results in this:
Flat.jpg

Those three things are tori, one is called a torus.
Does that make sense?

I thought the same, I mean if were not supposed to ask question and seek help from others on the forums, what good are they?

None at all!

Cheers!

Thanks a bunch for clarifying the process. Tho Im yet to figure out how to avoid having islands and a get whole texture.