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Maya mesh - Zbrush import problem!

Hi really appreciate some help on this problem
I made my base mesh in Maya ( head mesh, teeth and 2 eyes) and combined them and exported to zbrush 3.
sculpted my mesh in zbrush and then took it down to level one and exported the mesh back to maya where i layed out my uvs. I then combine all the mesh’s (head mesh, teeth and 2 eyes) again.
When I import the obj back to zbrush and then turn the levels past 1 I get points flying around.
Now Ive done some experimenting and narrowed the problem down to combining the mesh 's before exporting back to Z3. it does something to the model that causes points to fly when imported back into zbrush.
Anyone Know how to get around this? Ive looked around the forums for a simialar problem without any luck!
cheers.

When points start flying around after a subdivision level change it is a sign that the vertice order was changed. The other subdivision levels are simply trying to catch up with the changed subdivision level :slight_smile:

I am pretty sure your problem comes from Maya’s .obj import options. Disable ‘Create Multiple Objects’ and Maya will no longer create multiple objects, which reorders the vertices. The multiple objects are based on the polygroups in ZBrush, so you could also disable Tool > Export > Grp before exporting from ZBrush.

hi TVeyes
Thanks for the suggestion, but no luck there. I tried what you suggested. I seems your on to something with the point order tho. I think something not visible goes wrong after i uncombine my mesh then recombine the mesh’s.
I just dont know how to apply new uvs to the mesh’s without uncombining them first. :frowning:

Splitting your model into seperate objects in Maya is definitely a no no if you are going to preserve the point order. I have no idea how Maya works but would assume you could simply select the polygons you want to UV, apply some mapping and then select the next set of polygons.

I would suggest you figure out the Maya UV’ing but a second option would be to split your tool into subtools.

If your model is currently several seperate pieces of geometry in one subtool (ie teeth disconnected from the head) you can press Tool > Polygroups > Auto Groups which will assign polygroups according to the seperate pieces of geometry. You can then press Tool > Subtool > GrpSplit (Groups Split) which will put each polygroup in its own subtool. That way you can export each subtool seperately, UV them seperately and import them back into zbrush…seperately :wink:

Thank you! I’ll give that a try :slight_smile:

You made a mistake by separating the objects in maya . when you combine the objects again in maya (i think) the point order changes.

Thats the reason why your vertex are flying in zb.

yes that sounds right. Is there any solution Canndis?

import the model into maya unwrap it with out separating and import it into zb that should work. Or

Jus import the level 1(unwrapped maya model) into zbrush as a new file and reconstruct the model .

If u dont understand let me know i will go step by step.

Thanks Canndis, I’ll give it a try and let you know :slight_smile:

I’m trying to export multiple subtools from zbrush into maya then back into zbrush again after posing it. However how are you suppose to export subtools without merging them under one permanent subdivision level? I am unable to split and reconstruct the subdivision level again in zbrush. Or as an alternative export subtools separately out of zbrush into maya then back into zbrush successfully over the model in zbrush?

When you import an obj into maya, it often breaks it up into separates meshes which changes the vertex point order. To prevent this, under the import options box, change file type to OBJ and right below turn off the option for create multiple objects. This will make sure your obj remains a single mesh and DO NOT merge or combine or move any vertices what so ever or else you will have the same problem. Hope this works.

I had the same problem and kinda found a solution!
How I got through is open the .obj file in Blender and export it as .obj.
It would be ready to open in Maya:)
You also have to rotate 90 degrees to get it back to the original orientation.
Hope it helps.