ZBrushCentral

Crease maya's hard edges???

Hey.
Is there a way to have the hard edges exported in a maya obj file, automatically crease when i subdivide in zbrush?
or do i have to manually put all the hard edges in again?
or is there a workflow that I’m not thinking of here?

cheers.

Just add more cuts around the hard edges that you want to keep.
You could also try turning off SMT before subdividing and turning it on again after your first or second subdivision. It’s in tools > geometry and next to the divide button.

hey
thanks for the reply. i’ll give those methods a try later on.
but first I have another problem.
This never happened on my other machine but now I have to invert the normals in maya before exporting to zbrush.
Is there an option somewhere that i’ve forgotten to set?
I looked on the import/export options but there is nothign about normals on there.
ny help would be greatly appreciated.

cheers.

hey,

well, i tried both of your suggestions. unfortunately neither are very good on this particular occasion.
adding extra edges isn’t really an option as this is for low poly game work.
I added temp edges using bevel in maya. but this adds unmapped geometry to the model. which then seems to screw up using zmapper. the other method doesn’t really give a smooth result. more of a smoothed low poly look.
thanks for the reply though.
anyone else know anythign that might be of help here.
Oh, and i found the flip normals button :slight_smile:

cheers.

It is necessary to manually crease the edges. Creasing is one of those non-standardized things that doesn’t translate through the OBJ format very well.

hey,

okay, thanks for clearing that up for me.

cheers.