ZBrushCentral

i suffer a serious problem on Next-gen model

hi everyone , a problem always puzzled me . :cry: :cry: :cry: i hope someone can help me…
this is my workflow :

  1. i make a basemesh of character in maya.
  2. export to Zbrush for high-rez.
    3.i split the head from body by GrpSplit ,and retopo the head.
    4.i export the lv1 mesh to maya for UVs.

the problem comes , i find the normal face of head reversed. i ignoe it ,and finish uvs.(i’ve tried to reverse the face normal ,but after import to zbrush ,the vertex stretch away) i import mesh with uvs to zbrush, but the effect like this pic below, i don’t know how to fix it ,this problem nearly got me crazy:cry:

i ve uncheck "Create Mutiple Objects " below import option,and "no group " below export option in Maya.

i hope give me a favor on it . Thanx very very…much!!!
trouble.jpg

Try appending your maya mesh over the hi res zbrush model, then divide it a few times (the maya mesh) and press the “Poject all” button in the subtool palette

thanx your suggestion. i 've tried your way follow your method,but the effect is as same as before…i think i should focus on normal face…

do u have any other suggestions on it?thanx, i ve exhausted.:frowning:

hi,buddy, i wonder know that whether i should reverse the normal face in Zbrush?

how to do it ? or it can’t be…in ZBrush?

hi,dude, the problem has been squared away! thanx very much, i depend the mesh (lv1 in maya) ,divide several times , and project all button take no effect, but i use ZProject brush to fix it . Although it was done ,the new mesh has subtle differences than oroginal one… hahaha, that’s a small case. thanx very much! :lol: