ZBrushCentral

uv issue on mirrored subtools

I’m having a weird issue with uvs on a mirrored subtool and wonder if anyone else has experienced the same thing and might have a solution. It seems that the uvs on my original object are fine. I create them using the UV master plugin, then mirror the subtool over using the Subtool Master plugin. When I send the objects over to Maya 2011 I notice that the uvs on the original are still in tact, however, the mirrored objects uvs are not merged and it seems that the ordering of them are all messed up.

I actually started a thread over at cgsociety and thought it was fixed but apparently it seems to be an issue with zbrush and not the transfer attributes command of Maya (or at least I think). I give an example screen shot of what happens to the uvs on the mirrored object in this post.

http://forums.cgsociety.org/showthread.php?p=7080301#post7080301

I really hope someone can answer this for me. I would really appreciate it!

Thanks!

How are you sending the model to Maya? GoZ? Obj Export and Import?
What settings are you using.
Which version of Zbrush and Maya (Goz as well) are you using?

what happens when you morph the UV’s of the mirrored object in Zbrush?
tool.UVmap.morphUV

Are the UV’s broken in Zbrush?

hey beta_channel, thanks for the response.

I’m sending my models to Maya 2011 by way of GoZ in Zbrush 4. My export settings are

scale: 1
Mrg: on
Qud: on
Txr: on
Grp: on
Offsets: 0

I haven’t tried using the Morph UV feature to see how it acts, but I’m assuming it will crash. I’m not at home with that machine so I can’t check right now. However, I can tell what I have done to try and fix it and still get the same result.


  1. I deleted the right hand (one with the issues) in zbrush to start over clean.
  2. Sent the left hand over to maya via GoZ.
  3. Checked the UV’s that were generated via the UV Master plugin in Mayas UV Texture editor and all was well.
  4. Went back to Zbrush and mirrored the left hand over to the right side via the Subtool Master plugin.
  5. Sent the right hand over to maya via GoZ with same settings as the left hand
  6. Checked the UV’s in the UV Texture editor and get the result you are seeing in the screen grab on the other board.
  7. Went back to Zbrush, made a clone of the right hand via the UV master plugin and clicked the Unwrap button with “Use Existing UV Seams” checked.
  8. Zbrush chugs and crashes.

In the meantime, to remedy the situation. I deleted the uvs on the mirrored hand, sent it to Maya and did a basic planner uv projection and split it into two shells. Then sent it back to Zbrush with the new uvs then performed step 7 above with no problems.

This was a fix, but not a very smooth workflow, especially when there are generally a lot of subtools that get mirrored over in Zbrush with UV’s already completed.

Thanks again for the response!

I need you to check the morph UVs to see if Zbrush is breaking the UV’s during mirror, or during export.

I don’t use UVmaster, so that might be the culprit as well.