ZBrushCentral

Production issue - import and export of OBJ's

I know it’s a little late to jump in this thread, but hey. The problem isn’t in Zbrush, it’s in maya. When maya exports an obj file, it reorders the vertex numbering.
I came across this thread while looking for solution for this very problem.
Does anybody know how to get maya to export obj’s without reordering the vertex count?

cheers,
Rudy

rudythegrozyni: The following tip is from Zendoftheworld’s tutorial in the ZBrush 2 Practical Guide, page 442

“When importing to Maya you need to disable “Create Multiple Objects” by selecting False in the Import Options box to ensure the vertex order doesn’t change.”

Fantastic…

thank you!

Found this old thread from 2001? maybe. So after numerous response’s from pixolator and many years later, has this problem been resolved in ZB3.1.
Im doing blend shapes in Maya but i’d love to do the sculpting in Zbrush.
Is the vert reordering still a problem when reimporting back into maya from Zbrush?.

Frank
[email protected]

Hi Frank,

Wow - you really dug deep to find that. The fix to this was discovered a long time ago and often quoted. Just disable the “Create Multiple Objects” option when importing into Maya and everything is fine.

Regards,
Paul

This is exactly the problem I am experiencing now in Lightwave. No matter how I flip my textures in Photoshop, my right ear texture winds up on my left ear. Do I need any of these scripts, or is there a built in solution now?

I find ZBrush extremely powerful and fun, but a nightmare if you want to get things in or out of properly. I spend more time scanning this forum than I do working.