ZBrushCentral

ZB - Maya Pipeline

I’m wondering if anyone has experienced this issue?
You build your mesh in Maya using tight edgeloops to establish creases.
You export mesh into ZBrush in order to modify.
You import mesh back into Maya, only to discover that your fine edgeloops have disappeared. : P

Does anyone know if there’s a fix for this problem?

O

Attachments

Btopo4.jpg

Possibly export as FBX or maya file. Might be the way GOZ is handling things.

That was the first thing I tried.
The object is imported into ZBrush intact, but the moment it is manipulated in ZBrush, the edgeloops disappear.
Very strange…

O

It is very strange… best of luck, I am sure someone more knowledgeable will pipe in soon.

Yep, a friend of mine is experiencing the same thing.
Thanks for giving it a shot anyway!

No edgeloops dissapeared, what happens is that when you subdivde your mesh in zbrush, it changes slightly the position of the verts and edges. The best way around this that I know if is to store a morph target as the very first thing you do in zbrush before deviding or doing anything to the mesh.

Thanks Storm, I’ll give that a shot.
BTW, while viewing your work, I just noticed that there’s a huge smile on my face! :lol:

there is a simple answer to this

  1. understand the level of subdivision when you import your model in zbrush this will solve your query instantly

  2. subdivide without the smooth option

  3. export level one back to maya

  4. put the edge loop back again really saying it wont take much of a time

kindly note no edges disappear :smiley: they are only relaxed and moved to a position of smoothing level

hope this helps:+1:

Hehe thanks and you are welcome :slight_smile:

Thanks everyone for your support.
Storm - I learned how to use Morph Target for the first time, and using the Morph Brush to bring my edges back seemed to do the trick.
I would’ve been lost without your advice! :+1:

O