ZBrushCentral

Another broken UV thread! (Not solved)

I’m once again begging, this great community for a solution to my problem…

Im aware of the mrg feature in the export rollout... but it dosn't seem to fix my problem... No matter what i do, i keep getting broken uv's in 3ds Max, with or without mrg turned on! I'm running Zbrush 3.5r3 3ds Max 2010

Workflow:
Base mesh from max
Sculpting
Polypaint
Splitting head from body to new subtool
UVing in zbrush (UVMaster)
Exporting to max for shader setup and render (And here comes the uv problem)

And the uv’s, for both sphere and character are created within zbrush (UVmaster plugin)

With mrg turned off [img]http://img19.imageshack.us/img19/6545/unmerged.jpg[/img] With mrg turned on [img]http://img227.imageshack.us/img227/9733/merged.jpg[/img] Max import options [[img]http://img413.imageshack.us/img413/1407/importoptions.jpg[/img]](http://www.zbrushcentral.com/zbc/faq.php?faq=vb_read_and_post#faq_zbc_display_images)

Update:

The last hour or so i’ve been trying to find a solution to this problem… All i’ve figured out is that, it might be a specific model problem, since im able to do as i wish, with a single unwrapped sphere… The only diffrence between these 2 models, is that my main model that im actually trying to get something out of, is divided into more than one subtool… I might wanna try deleting everything else to see if it solves anything…

Sphere test with mrg on

Which program are you using to create the UV’s? If the UV’s on the head were created in Max and the UV’s for the sphere were created in ZBrush it’s likely that the problem actually lies in your export settings from Max or something that you might be doing pre-export. For example, you might need to reset the xForm prior to exporting.

Sry for not being specific enough… the uvs are created within zbrush, by using the UVmaster plugin… and that is the case of the sphere aswell…

I’m about to start a thread with a very similar problem. I didn’t put it here bc it’s not exactly the same, but the same issues may be involved.

cool bro… if u find out anything… please let me know… i still havn’t figured it out :S

Im your case, are you making sure to have mrg and txr checked in the exported box in the tool pallette in ZB?

If that doesn’t work, I’ve figured some stuff out in my situation that may be of help to you. You can read it on this thread:
http://www.zbrushcentral.com/showthread.php?t=85704

I am having the same problem as well. I used UV Mapper in Zbrush to unwrap but now all of a sudden its a few of the same subtools that don’t weld together. Maybe try unwrapping the model again?

Never mind that didn’t work lol. There appears to be something wrong with the subtool because I tried a model that worked properly again and it worked again. /shrug

Yeh i’ve tried that myself, with the same result :smiley:

I still havn’t found a solution… The best workaround i’ve found so far:

The reason i didn’t just weld the point in max, was cause of the the density of the mesh… Even with the lowest threshold the weld, screwed my mesh…

So i had to scale up my uv, in max and then weld everything, with lowest threshold… Then i scaled the uv back down to normal size… i then replaced this fixed uv, by importing it on top of the right sub-d level, to make sure my polypaint would be placed correct on the uv map…

hope this helped some1… and again, if any1 finds a fix for this problem please let me know