ZBrushCentral

Imported Mesh Exploding.THE FIXX.

i cant get the FBX converter to work, ive tried to version you linked, and also the newest version, and with both, it detaches every single polygon seperately and triangulates everything when i convert it from the FBX back to the OBJ.

It also does this with the FBX to DXF conversions… is the converter broken or is it just me?

Ive tried it with both “Force triangulation of exported meshes” on and offand "computer link and shape deformation on exported meshes"on and off…

The converter works just fine converting an OBJ to an FBX file (loads fine in max… and max saves out a perfect FBX file too… its just converting it back to an obj where the trouble happens) any ideas or any other converters i might try?

Well, I have another fix that works for me.

Export low poly…
import to max.
export back out
Import back to to zbrush… This should make your division levels explode. undo twice to before you imported the mesh.
Now take the obj file you exported from max, and import it BACK into max and export it again over the same obj file(it’s important to follow this accurately)
Now import the file into the zbrush again…(it basically needs to be done twice)
Now it should work… at least for me…

i confirm that solution 2 and with Boa settings DO WORK !
max9 ,Z3

thanks guys for Your help

Thanks GaryCrump!!
Now we can export figures out of Poser 7 and use the Alias FBX converter so I can now load them in Max! Man this tool has solved A LOT of problems!!!

Brilliant!

Upham :slight_smile:

Glad to hear the tips are helping out. Thanks and credit to Boa for the Xtra tips as well.

Well, what to do! Since updating to 3.1 the problem with exploding meshes have returned! Replacing a symmetrical model in Zbrush after sculpting with a posed obj version causes the mesh to explode as I step up through the subdivisions. This after using the fix when I had the same problem in 3.0.

Now I solved this by Importing the posed Obj, dividing and then exporting again at the highest division as obj.

Loading my source sculpt and stepping to the highest division and then importing the posed version works fine and I can step down through the divisions without the mesh exploding but the detailed sculpting from the original has not been transferred!:cry:

What should I do now or what am I doing wrong? How do I get the details on to the import Mesh?

Can somebody Help?

P/

Hi, I have the same problem in 3.1 :cry:
In 3.0 the first method works fine, but in 3.1 it explodes.

3.1 has taken a step back in a few areas this may be one of them.

Same here… Everything is exploding upon import/export using max… I’ve spent hours and hours just tweaking all the options and nothing works… Zbrush is just sucking up all the production time, unless you have some special “in-hourse” workaround for everything…

Pixologic really needs to adress this issue once and for all. Hopefully they are reading this thread and adressing the issue.

use this free exporter plugin: http://www.guruware.at/main/index.html (3DS max only)

When you export, make sure Y-z flip is not checked, and make double sure precision is set to 6 (this is the key part). It will work guaranteed… no more exploding mesh.

Thanks eldee. what export preference do you have inn zbrush? And also, Do you choose “single object” when importing using that plugin…

For now, using this plugin gives me the “imported mesh must have same number of vertices” error in zbrush. I might try tweaking some options

I just recorded a quick video, I’ll post it to youtube when it finishes encoding. Should answer any questions people may have.

video has been uploaded, it should take a few minutes for it to load on the youtube server:

http://www.youtube.com/watch?v=AP14mJDN4jM

It’s kind of hard to see so I’m also uploading it to rapidshare:
http://rapidshare.com/files/49452824/explosionfix.zip.html

you’ll need the techsmith avi codec (free) to play it if i’m not mistaken

???

first i make a cube in zbrush,divide it and scuplt,give it some detail
export the lowest level to max,convert mesh to poly unwrap UV in max and export to zbursh
go to another sub division level then the model exploded
i don’t know what steps make mistake
11111.jpg

Attachments

22222.jpg

Zbrush 3.1 and 3dsmax 9 dont work… this is because Max9’s OBJ exporter is BROKEN! Try it yourself, export anything from max9 and import it back into max again right away. The UV’s will be messed

You have to use max 8… dont let anything touch max 9!!! 9 is evil!

From my own experiments with ZBrush .obj-export -> mesh-manipulations in C4D -> Reimport in ZBrush, I can say so far that using C4D’s build in .obj-import/Export-function leads later in ZBrush also to exploding meshes. But using the Riptide-Plugin for the obj-Import-Export in C4D does in opposite not cause any problems.

So maybe in your case it might be also a problem of the obj-import/export-functions of your external apps that alters the obj-file in any way to cause the exploding meshes when reimporting them into ZBrush.

Heres my FIXX

If you want to import model from Max to Zbrush just filp the normals before you export out of Max, and make sure you do it with a edit poly. Also set zbrush Im and Ex options to ifilpY and eflipY. After this techinque i had no explosions while subdividing. Good Luck!

I want to say thank you all first for all the tips. But I have no luck so far. I almost tried all of the tips posted on this thread but garycrump’s first solution since max can’t handle my hi-res model.(guess my computer sucks)

I get this message from zbrush while trying out the second solution:

The imported mesh must have identical number of points and faces when imported into an active subdiv surface. Switch to the correct subdvividion-level (or deselect this tool) and try again.

I used the same setting as Boa posted, and I tried in both Max8 and 9 with Zbrush 3. I’ve tried to figure out a way to transfer UV back to Zbrush for the past 3 days…no luck at all. Help!