ZBrushCentral

Imported Mesh Exploding.THE FIXX.

The basic solution is this.

1.Export your low res model to max
2.Export your hi res model to max.

3.Import low res model into max and export out
4.Import High res model into max and export out

5.Select “star” 3d poly mesh tool and Import the low res model you exported from max into Zbrush DO NOT PUT MODEL IN VIEWING AREA YET. Now subdivided this model to the same point count as the High Res version. Now hit the import button and load the Hi res model in it’s place. Now store a morph of the
Hi Res level with the store morph function.

6.Done.

If you do these steps the mesh will not explode because you are using a virgin model directly from the application. note: this will work with any 3d application.

Want more tips!

Solution #2

Use the free FBX converter from Alias. It will solve any issues with importing and exporting because it bypasses the import obj function in MAYA, Cinema 4d, XSI and 3ds max. I have tested it and it works. Does not screw up your vertex orders since it designed to work with many apps not just one. When exporting OBJ from Z3 convert it to fbx then import to app export back out FBX the use converter to convert it to OBj. Import into Zbrush and Enjoy.

Get it here.
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=7851697

Older versions for legacy software.
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=6839916

Cool, good workaround.

Although importing a 3mil poly mesh into Max is probably not going to be very easy :slight_smile: Should be very useful for lower resolutions though.

I have some problem w/ my model. It explodes haha… So this is what happened.
I’ve notived some overlapping on my model. So I heard you can export the lowest one to maya and fix this UV problem and bring it back w/ no problems.
Okay… So at the lowest Subdivision, I exported as a OBJ file.
I go into maya and fixed up the UVs. NOT touching any Vertex. Just the UVs.
I noticed the UVs weren’t merged and had a small overlap. So I fixed them all.
Export as OBJ file.
Went into Zbrush, opened up the ZTL file. Went to the lowest subdiv and imported in the fixed obj file. That went well.
Now when I tried to go into a higher subdiv, it went berserk(exploding). I heard this happens only if u touch the vertex but I didn’t touch any vertex…
=( I can’t get past this thing and it sucks! haha.

What you should do is not touch the UVS first

Do the instructions first. And save the sud divided model as a ZTOOL
“low res model.ztl”

Then export a new low res subdivide to MAYA call it UV_name fix your UVs.

Now in Zbrush reload the “low res model.ztl” you had before UVs
Now while it is selected in Zbrush import Lo res model with UV’s in it’s place. Your UVs are now in the Ztool model even the Hi res subdivide.

Enjoy

I followed your direction on the first part about importing and exporting out the high and low rez. When I went from low rez sub to sub2, it exploded.
same w/ the rest of higher subdivs…

what app are you using?

Maya8.5 and Zbrush3

Did you try solution # 2 with the FBX converter?

I can’t reproduce this… it appears your export settings in maya did not export the UV (and then ZB renumbers them)
Check these settings:

[![Capture.JPG|632x568](upload://1qDbE1lUZcJ9yD5v9G6OLWaxSVH.jpeg)]![Capture.JPG|544x529](upload://iYFL6EjkEuO9B1XuOjJaRYZr5R4.jpeg)

This mesh blowing up usually pertains to max9 users (since their OBJ import/exporter’s broken) -MWHahahahaha! :stuck_out_tongue: j/k j/k
Seriously, though, Autodesk sucks. But you shouldn’t have any problem with mesh blowing up between Maya and ZB.

yeah the UVs are fine. They’re imported correctly along w/ the model.
I know this because I can create the displacement map and I see the UV layout.
Just wish this thing didn’t explode…

You have a scaling issue more than likely.

Why not use the fbx exporter in maya then use the fbx converter to
convert it to obj it file. This way you can bypass Maya OBJ exporter.
The converter is free try that.

Hi garycrump!

Tried all your fixes but it still won’t work. The problem still remains regarding the mesh blowing up. I have attached a new image to illustrate the problem. When It comes to your referral of a scaling issue, I’m confused? same problem after using the converter.

P

I did not say pose the model first.
Subdivide the model to the High Res model then hit the store the morph button. It should work at this point. Then you can pose.

You have to follow the directions exactly OR IT WILL NOT WORK.

Hey there!

Yes, now it works! Thank you for all your help!
I was going crazy there for a while!:wink:

Cheers
P

Great! That is why I posted to help others save time. It was driving me crazy too until I figured out a solution. Good luck with your Zbrush work.

Hi,

I’m having the same exploding mesh problem and can’t use the import hi model system due to polycount and Max’s inability to deal with high polys.

So…I tried the FBX system to no avail.

The import visually works perfectly at lowest sub-d. The changes I made just fit into position but as soon as I go to higher sub-d the mesh explodes.

Is there a particular version fbx export that I should use?

Has anyone else come across this?

one thing I notice on the import etc is that it triangulates the mesh even though I specify quads. setting the tri2quads in Z import fixes this though. but i was wondering if this was causing vertex problems… although if there were problems then i guess the initial import base obj would get screwed up immediately.

Any help would be greatly appreciated.

El-d

PS max 9 Z3 fbx 2006.11.1

I tried using the converter.
I used it in it’s default settings and still explosions… =(
This is getting frustrating… :cry:

nvm gray. i figured it out… haha
http://www.zbrushcentral.com/zbc/showthread.php?t=47891

The second solution with FBX as middleman worked for me.
Thanks for sharing this tip!

I exported from max using the default FBX Exporter settings in the “Misc” and “Coordinate” sections and with only “Geometry” checked in the “Export Options” section.
For the conversion to Obj I unchecked both “Force triangulation of exported meshes” and “Compute link and shape …”.

Result: Import .obj with new UVs without explosion on higher Geometry levels.

-Andrea

Glad the solutions we all are posting are helping. A million minds is better than one.