ZBrushCentral

normals flipped on import

It’s just with one obj, but no matter what I’ve done with the original mesh the normals get flipped when I import it into Z3. In Max9 everything looks like it’s supposed to, but I’ve even tried applying a normal modifier to flip the normals inside out (which it visibly does in Max), but it still imports into Z3 inside out. I know I can specify in the import/export preferences to flip the normals, but what’s causing this? I’ve got a glove mesh that has a little lip of geometry that goes inside it to simulate thickness, but there are no other polygons on the inside…

Anybody have any ideas on this matter?

No program does everything exactly the same way…they all have their own little quirks in the way they figure worldspace, axes, normals . Or it may be a side effect of the modelling techniques you use. It could also be black magic.

In any event, thats why Z gives you all sorts of ways to adapt itself to whatever other software you use the most…just because weird stuff happens from program to program. Normals are easily flipped in the Display Properties section.

[edit]…If you think this is weird, wait til you start normal mapping in and out of other programs.

1.-Did you flip in the display properties panel?
2.-Did you press double in the same panel?
3.-I test with a Head from 3dMax and imported in ZB3 and work fine
Andreseloy

ps: here is the mesh

Yes, but between applications, they are consistant. IE) Z is up, or Y is up, etc. The quirk I’ve run into isn’t a consistant problem… it’s just a handful of meshes that get their normals flipped when they are imported. The reason I’m searching for some sort of explanation is because inconsistant quirks that cannot be justified are usually bugs :smiley:

Not neccesarily;)

If thats the case, I would suggest it may be a side effect of some of the techniques youre using while modelling. Perhaps some operation is creating complex or confusing geometry. Every program has its own reciepies for weirdness.

In any event, Im sure there is a specfic reason, but its rarely worth spending more time worrying about than just saying, “hey, thats weird…”, flipping the normals and getting on with work. :wink:

That’s true, but it’s a saturday and I’m feeling especially inquisitive :wink:

Excuse me:
At least can you say me if the object i send resolve your question?
Andreseloy

andreseloy: Sorry, I tried it out and it works fine. However, as I stated, I have meshes that import just fine too. In fact, a majority of them do, it’s just (like I said before) a handful of meshes that exhibit this behavior.

Just wanted to say thanks this helpped me out!

I’ve been having these problems too, Maya to Zbrush maintains normal direction most of the time, but going from mudbox to Maya is a nightmare. The only solution I found is to split the part into a uvgroup and then isolate it and use display>flip to reverse the normals

yep was having the same problems too, saved alot of time cheers andreseloy and Bingo.

I’ve had this same problem as well- and what has bothered me is the lack of consistency… I can’t for the life of me figure out why it happens- but doesn’t always happen. I think its worth figuring out, due to the fact that normal issues mishandled can crash zbrush.

I am having the same normal flipping issue. Totally random and lame.

edit The fix is easy, just reverse the normals in Max or Maya. :smiley: :wink: edit

Try resetting the xForms in max before you export to .obj if it flips your model then flip it again in edit mesh and that should be fixed.