ZBrushCentral

double/flipped and uv's problem

I’ve just finished my model, and done a retopologize pass… To be able to escape from an exploded mesh i had to turn my adaptive skin settings to:

Projection Strenght 1.34
Project Range -.01

This resultet in a low and a high adaptive skin mesh with double turned on (in the display properties) I then exported the low subd out and made the uvs in uvlayout, to prevent vertex problems i would get by doing it in max. But when i import the uv’ed subd back in zbrush it either crashes or explode my mesh. Im pretty sure it’s cause of the double/flipped geometry im working with.

In response, i made a new low and high adaptive skin, and before combining them, i turned off double and flip in the display properties.

but when i try to import the new highpoly on top of the new lowpoly (with double and flipped turned off), i get this result…

explode.jpg

The expolosion dosn’t happen as soon as the new highsup is replaced, but when i try to rotate the model or go up and down in the suplevel…

I really hope somebody can help me out with this, cause i kinda running out of options …

Regards

please people… im really in need of some help here :smiley:

Your import/export settings in your other app, or what you’re doing while in that app is changing the point order or point count of the model.

For example, if you’re using Maya make sure to turn off the “Create Multiple Objects” option in the import settings.

Im afraid thats not the case. since if i make adaptive skin (a high and a low) from my retopologized mesh, and turn off flip/double and try to import the high on top of the low, i get the same result, without entering another aplication…