ZBrushCentral

Max UV info flipped on import?

My mesh seems to have its UVs flipped as it is imported into Zbrush. I’ve attempted to attach two images of the different UV layouts.

I am using Max2010, OBJ format and ZBrush 3.5.

maxUVs.jpg

ZbrushUVs.jpg

If the images don’t work, what they show is the same layout but flipped on both x and y axis.

Am I missing some simple step to get the data to be one:one?

Thanks,

Sheila Nash
BioWare

Attachments

maxUVs.jpg

ZbrushUVs.jpg

Simply use the flip V button in your texture or alpha palette before you export and you should be good to go for using it in Max.

:wink: Yes, this is what I’m doing at the moment.

But, I’m hoping that there is a better method than this. This seems a little rough, more of a workaround than a proper method.

Thanks.

From my experience, this is the standard work-flow when taking textures from ZB to max. There might be another way, by changing some of the preferences for import / export out of ZB, but I just leave it alone and use flip V.

Thanks. Much appreciated.