Hi everone.
I just I have a problem with importing a pre-textured mesh from 3d studio max 7 to zbrush 2.
The basemesh has mostly quads and uv coordinates pre-assigned in max 7. When importing the mesh in zbrush it seams like zbrush is triangulating the existing uv´s.
The mesh is an editable poly object and the object exporter/import settings are as follows:
export:
export in quads, number of digits 10, rotate model on, export texture coordinates on, everything else default.
import in brush:
quads on, everything else default
This is an example on how the bitmap looks like, before and after import in zbrush:
This is how it suppose to look like:
This is what zbrush made out of it:
I already checked several other threads that handle this kind of problem, but I didn´t found a solution that worked out for me right now, so if everybody knows a solution for this mess, please help out cause I don´t want to paint a bitmap that consist of 1000 seperated tri´s