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A Zbrush "created" Mesh cutting up my UV's upon export to Maya

When I export a mesh that I have created in Zbrush (retopologized) and then I export the mesh WITH the export “Mrg” buttion “on” I still get cut up individual UV’s.

If I use a Maya mesh this won’t happen with the “Mrg” button on. It only happens with Zbrush created meshes for me.

Does “Zbrush created” meshes export out UV’s separated no matter what and I have to sew them in Maya, or can this be fixed with a setting first so I can have nice UV Islands?

ZbrushUVError02.jpg

Attachments

ZbrushUVError.jpg

How are you creating the UV mapping itself, before exporting from ZBrush?

I am using Zbrush UV Master.

Just use Maya’s “Merge Uv’s”

Oh yeah. I guess I could do that. I was just wondering if this was a zbrush setting that I could use to keep the UV’s together.

Thanks.