Hi ZbrushCentral community. I just need to know if by using GoZ in Maya will somehow reset or change the vertex order in a mesh? My employer has a set of blendshapes already made and are supposedly they are dependent on the mesh’s vertex order. However, after I finished my sculpt and sent it to him, he found out that somehow the vertex order was changed and now he can’t use his set of blendshapes. I did not add any topology are change anything on it (delete edges, delete faces, delete edges, add edges, or extrusions), I just hit GoZ from my Maya window, did the sculpt and then exported from zbrush. Any help will be appreciated because right now I’m the one taking the blame for all this. Thank you.
Hi im only begginer but i had a similar issue between zbrush and max and i found it was because when you import the new sculpted obj there are presets in the import options that do not retain the vertex order, I dont know maya well but it may be something similar when your employer is importing your work back into the program.