ZBrushCentral

UV flipping on import/export

Is there an explanation or resource somewhere to help me understand why ZBrush flips UVs vertical or horizontal on import or export? I’ve been toggling all the Import/Export preferences in different configs and cannot get the UV’s to keep the same orientation imported from Maya and then exported with the 3D print hub.

Do I really have to manually UV “Flip V” for every model I import?

Is there a way to maintain consistent UV orientation on import and export?

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To my knowledge yes when you need use coloring (Polypaint UV ) from zbrush to another Software you need Flipping the uv Vertically after that use it in the another softwae

@ JAFER_AODA
polypaint is : per vertex painting (vertex color). So “Polypaint UV” doesn’t mean anything.
You paint per pixel a texture with Substance Painter, Photoshop, etc.
You paint per vertex a wireframe with ZBrush.
This vertex color information can be Projected onto another version of the object properly topologized and unwrapped within ZBrush. Polypaint, then, becomes a texture so to say. Vertex color can also be baked using Substance Painter, Knald, HandPlane, etc.

As for the flipped UVs. Why ZBrush decided to do that differently than any other 3D app is a fucking mystery. And damn annoying for years.
Never found a ZBrush plugin that could do that V flip automatically when importing textures or already unwrapped objects. That’s a pain really…

One needs to import the object. Then :
Tool > UV Map > Flip V

Careful using GoZ as this plugin, when exporting to some apps (Maya), tends to V Flip the UVs. But GoZ does not do that for every app it’s linked to. So one has to remember when to flip UVs and when not to flip them, depending on which other softwares is use on top of ZBrush. Damn messy but manageable.

The most frustrating being that flipped UVs never had any logical explanation from Pixologic and it’s been like that for years.

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So I am using the latest Version of 2022 and there is still this “Issue”.
Hope you guys with the 2023 version finally got this issue fixed.