ZBrushCentral

Extra Polygons

so i just finished sculpting a model and now i need to UVmap it etc. I export the lowest subD level back into 3dsmax to uvmap it. when i add the uvmap modifier and start i begin noticing that there are lot of extra faces on the model that dont seem to be attatched to anything or they overlap faces that are attached. i cannot delete these faces so that i can get a clean UVmap because it will then not allow me to import the UVmapped model back into zbrush because the ammount of faces/points will no longer match the model in zbrush.

my question: should i just leave these faces as they are? if i do, wont it cause strange artifacts on the normal map? is there a way to remove these extra faces without a compatibility problem in zbrush?

I’m not sure about MAX but i know in maya that when you import the obj make sure in the import OBJ options you have “create multiple objects” is set to false…some how this preserves the point order.

Hope that helps

Can you post up an image of your Extra faces? I don’t know where you would get extra faces from…so that puzzles me.

there is an option in max to “import as single mesh” however the extra faces are still there.

here are some ss’s from max:

[http://i662.photobucket.com/albums/uu349/WarlordCaspian/extrafaces1.jpg](http://i662.photobucket.com/albums/uu349/WarlordCaspian/extrafaces1.jpg) [http://i662.photobucket.com/albums/uu349/WarlordCaspian/extrafaces2.jpg](http://i662.photobucket.com/albums/uu349/WarlordCaspian/extrafaces2.jpg)

here are some ss’s in zbrush:

http://i662.photobucket.com/albums/uu349/WarlordCaspian/zbrushextrafaces2.jpg

anyone have some input?

what verison of max are you using to map this in?
max changes the vert order which makes the higher levels in zb explode
unless you’re using max 2010 which i recently heard doesn’t
try out roadkill or headus uv’s which import with no problems
not even sure it’s that in your case but it’s something to rule out i guess

how did you create the geometry thats in zbrush?

i was about to swallow it and try sculpting that piece (the only subtool that showed problems) again. I went into max and checked the model i exported. it had extra vertices along the symmetry axis in roughly the same spots as the extra polys in zbrush. I fixed the model and exported back to zbrush. The polys are still there! in the same spots.

anyway, i’m using Max2009 and i haven’t had a chance to use those UV tools, but i’ll look into it

in case anyone was following this thread. what i did was export the lowest subd level back into max, delete the extra polys, import back to zbrush, add the new head as a subtool and then use the ProjectAll option to transfer the sculpt from the old head to the new one.