ZBrushCentral

importing uv'ed mesh into high poly mesh

i’ve been trying: http://www.zbrushcentral.com/zbc/showthread.php?t=55366&highlight=importing+mesh so far and it hasn’t been going so well.

I started off with my base mesh in maya, then took it into zbrush and sculpted in the detail. I’m currently at div lvl 3 (so still not finished) and i wanna try putting a texture on to see how it would look (and to help me sculpt in some of the details better).

I exported the lowest div lvl of the mesh, layed out the uv’s and the texture looks fine on it in maya, i then tried importing into the lowest lvl of my current sculpting file and it explodes when i try and move up in subdivisions and the texture doesn’t seem to be applying to the uv’s at all :(.

anyone know the easiest method to get this working?

Your point order changed when you imported it into Maya.

In Maya’s import options you need to make sure that “Create Multiple Objects” is turned off. There should also be an option to preserve point order or something like that. (I’m not a Maya user.)

awsome, ty for the help aurick :slight_smile:

w00t, just got it all working (first time actually putting textures into zbrush ^_^). Exported the lowest dLvl and layed out the uv’s in UVLayout which seemed to work perfectly.
If anyone knows how to get it all working with maya that’d be awsome too (i’ll keep looking into the point order options, shouldn’t be too hard to figure out) but im stoked the uv’ed low poly re-imported and i can throw textures on it :smiley:

Hey,

So I’m using headus to unwrap, and I’m trying to bring back in my Lowpoly unwrapped mesh into Zbrush as the 1st sub level.

It actually loads in, but it seems to inflate my mesh, causeing all my detail to puff up, and become too exadurated. I also have noticed that the low poly mesh that I’m bringing in from Headus is now quite a bit small in relation to my High Poly sculpt.

Any sugestions about how to tackle this problem?