ZBrushCentral

Zbrush UV to Maya problem. UVs don't wrap around properly.

Hello,

I’ve been trying to get my UVs from ZBrush into Maya for a while and I’m about ready to pull my hair out, haha.

This is the process I use -

UV Master -

Work On Clone

Unwrap

Flatten/unflatten

Copy Uv, I go to my High Res sculpt, Paste UV, then Texture Map menu

New From Polypaint

Clone Texture

Export Bitmap

Then I load Maya and go into Hypershade, Metalray materials and make a new material, mib_illum_blinn

I set Ambience and Ambient to 0. Index of Refraction to 20.

Diffuse, load file, assign material to selection.

Then I get this…

I’ve no idea what has gone on. Can anyone help? I’ve tried flipping V and/or H but it doesn’t seem to help.

Attachments

eye.jpg

eye2.jpg

flatten.jpg

what does your actual texture map look like? The flats?

When you exported your texture to Maya did you remember to flip it vertically? Or you could save yourself all that trouble and goZ it to Maya. Zbrush will set up everything for you in Maya.

Do you mean what does it look like on the original model?

eye2.jpg

Is that what you mean? I don’t know what you mean by the flats.

I’ve flipped it vertically but it doesn’t seem to help.I must be doing something wrong somewhere and it’s driving me crazy! :cry:

You mentioned working on a clone when using UV Master, but I didn’t see anything about copying and pasting the UVs from the clone to the original mesh?

I’m sorry, I did do it, I just missed it out. I’ll edit it in now.
I’m still having the same problem so maybe when I get chance I’ll make a little video and post it. Maybe that’ll be easier.

A video is always a good tool for showing the error and the process.

As to your flats. I mean, what is your flat image. The texture you are actually exporting, not a picture of it on the object.

I’ve just used the GoZ function after creating the maps in ZB, and Maya launches w/ everything set up, so try that