ZBrushCentral

Normals flipped in zbrush but correct in Maya?

Ok so I’ve rigged and posed my character, but when I bring in my .obj mesh into zbrush it flips the normals. I can only see what’s on the inside of the character. I’ve tried a number of things to fix this: conformed normals, checked for non manifold geometry, exported to even Studio Max…but no matter what it doesn’t fix it. Please help!

I’ve had this problem a lot going between Maya and zbrush and havent found out why it happens

you can flip normals in Zbrush though to correct the problem, just use Tool>Display Properties>Flip

you might have to split your model into subtools to isolate the part that needs flipping

I have added a page to the wiki. Click herefor it.

Hope it helps.

Best,

Ryan

You guys rock!!! Woohooo!

I had the same problem and this solution fixed it for me.

But could somebody explain me why the normals are right in Maya and flipped in Zbrush.

All other objects i imported in my subtool are right but only one subtool flipped all normals.

Probably some duplicated Geom in Maya that didn’t have it’s transformations frozen. Always freeze your transforms and turn of back face culling in Maya before exporting.