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Issue regarding exported UV's from 3ds to Zbrush, producing incorrect results

I have a limited understanding of zzbrush since I"m still new to the software so I just need some help on this issue I’m having so forgive me if a lot of what I have to say doesn’t make sense… Basically I have this wall I made from 3ds Max, the edges were creased and turbosmoothed4 times, unwrapped it with a planar map, then exported to zbrush as an .obj, . From there I increased the subdivision a few levels, applied an “unwrap all” from the uv master then used a texture map I created for a displacement map.

Displacement applied

Polyframe model before displacement

Here’s where I’m having difficult now, in the first picture above the brick texture being applied to the displacement is rotating a few degrees, and I don’t know if it’s because of the UV’scausing it or if the texture needs to be rotated. If it’s the latter, how do I adjust it? Second, on certain areas of the mesh the displacement is completely messed up and look terrible especially on the left and right sides. I’m also to assume this is because of the polyframe in zbrush, so I tried to use the zremesher to see if that would help, but with limited success, plus I don’t know if I’m using it correctly or not. My next step was to use goz to export straight from 3ds to zbrush since I’ve read it helps with the UV transfer, but then I get another issue of not being able to edit or modify the object at all so I don’t know if that is a bug issue or something I have to do in zbrush. Additionally the cursor is extremely small when I highlight over the geometry so I don’t know what that means. Other steps I’ve tried: Exporting the .obj as a polygon instead of a quad. UVW mapping it as a box from 3ds. Making sure the vertices were welded. and various other things which I forgot, but they didn’t work either.

I’ve been at this for 2 days and have no idea what I’m doing at this point, and almost feel like giving up, but I was hoping you guys could address this issue for me and take a look at the 3ds file where I finally left off and tell me what I’m doing wrong because I’m at my wits end here.

https://dl.dropboxusercontent.com/u/51608894/Wall.obj

Thanks.

Attachments

FuL91KZ.jpg

dIqw0e0.jpg

I downloaded your obj file and it shows that this is not a ZBrush problem but how you created this mesh in Max in the first place. This is a mess.
You seem to have 18.000 polygons for this, you have coplanar ones etc etc.
I do not use Max - I am a Modo person - so I cannot help you there. I suggest you either search some tutorials on general mesh theory, subdivision, doing architecture in Max and evt ask on some Max forum.

Cleanup can be done in ZBrush also. Youtube has good movies on this, and there is also classroom. But if you want to be using Max in the future, it would be better to put some effort in learning basic methods.

Good luck!

Fair enough.

But if you can address my other question when I try to export from 3ds to zbrush using goz, I experience that issue where I can’t edit or do anything to the mesh. What’s also interesting, is when I’m applying the mesh to the canvas it also appears to be over-scaled absurdly high so it would appear that might have something to do with it?