ZBrushCentral

HOLY COW CRUD, unable to see model exported to maya AND vice versa

Hello,

When I export my model as an .obj file into Maya, I get an error and I am unable to see my model. Maya is saying it's there but it's not. 

I have exported other models into Maya before with no issue. 

The model has no poly painting on it, it is asymmetrical, though I don't know why that would matter.

I have Zbrush 3.2 Mac version and tried to export into the 2011 Maya Mac ver.

Does anyone know what's going on?

Thanks,

J

I also can’t see any models made in Maya in Zbrush when I append them as subtools. I make the model, export as an obj. Import into Zbrush (i can see it at that point), make it a polymesh, select my original tool and append BUT I don’t see anything! I can see it when I open it by itself, just not when I append it as a subtool… I’ve tried the same thing with other models, nothing. I’ve tried using 3.12 ver and that can’t even open the file.

Is this freaking program supposed to be THIS DIFFICULT TO DEAL WITH??!! I just keep running into one problem after another. As soon as I post a question here I have another issue.
:angry:small_orange_diamond:angry:small_orange_diamond:angry:

Have you checked on the Outliner if the model is there? If so, be sure to select it and assign a material, so you can see it again.

Hi jramauri, I assigned a material but I still didn’t see anything. Could this be a NAN issue? here are some screen shots
maya Screen shot .jpg

Attachments

zbrush screen shot copy.jpg

I’ve also tried importing other zbrush models with success. I just have no idea what the heck is going on here.

Sounds like the old “nan” problem to me. I get this sometimes when GoZ’ing to Modo.

So does anyone know what should I do?

Does this mean my model is shot???!!

I may possibly expire of a brain aneurysm soon.

In the Export palette change the Scale to 1 and change the X, Y, & Z Offsets to 0

Then you should be able to GoZ it to Maya (or otherwise export it)