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transfer uv's porblems in maya

Hi there fellow Zbrushers, I seem to have a little problem with a current sculpt.
I have a mesh that has been exported as obj out of maya, and been sculpted in zbrush with six subdivisions.
I created puv tiles in zbrush and created all my relevant maps. The problem arrives in maya, when I import the mesh and try a transfer attributes from the zbrush sculpted mesh to the maya animated mesh the uv’s get all messed up and so the maps wont work out of zbrush.
I have tried importing the mesh with the singleobject and a mulptiple object options.
I really want to tray and avoid re-sculpting the mesh.
Does anyone have any possible solutions to this?

Thanks

Arvind!

Yeah transferring UVs in Maya had me stumped for a while. Under Mesh> Transfer Attributes options, you need to make sure you have ‘component’ selected under ‘sample space’.

[[attach=212312]TransferUVs.jpg[/attach]]TransferUVs.jpg

Tried that mate, still doesn’t work

It’s ok I managed to solve the issue.
The mesh I wasimporting into ZBrush from maya did not have matching pivot points to the sdiv lvl01 base mesh from zbrush.
As soon as I aligned the models and the pivot points re-importing the mesh from maya into sdiv lvl01 in zbrush worked fine.

There was another work around I found here:

http://tools3d.com/news.php

Great bit of free software that plugs into maya and sorts out uv and point order problems incase anyone else is having the same problems.

Arvind!