ZBrushCentral

Exporting from MAX and Keeping UVW Map

Hello,

I have a model that has been modeled in 3D Studio MAX. It also has hd its UVW map created and a skin painted for it as well. I want to touch up the skin by painting it in ZBrush2. How do I export from MAX and then import into Z2 and keep all the original UVW coordinates in tact?

I have a OBJ export plugin (Wavefront, I believe) and I export. The model comes into Z2 fine, but when I import the texture it is not applied to the model correctly at all.

What am I missing here?

Thanks for any help!

perhaps you need to flip the texture?

Thanks for trying to help but that was not the answer. It looks as if the texture is being applied as a planar texture. While the texture is a flat, 512 x 512 texture, the model itself had UVW’s. I am supposing that the UVWs were lost in the exporting or importing.

in Max UVW is 3 dimensional. Normal polygons only have UV’s. Generally speaking the W component is used for object coords, or world cords, in conjuntion with procedural maps. This can’t translate at all to UV’s. If you are working with a Bitmap texture map (non-procedural), you might not be using the W componenet at all. If this is the case and your mapping is screwed up, I suggest colaspeing your stack, to remove the UVW modifier. Alot of export problems (in general, not specific to Zbrush) can be fixed in Max by colaspsing the modifier stack.

Hope this helps. if not, try fliping your UV’s in different ways, like the other post suggests. lot of people have had problems solved this way, out of other apps.