ZBrushCentral

Issues with UV's

Good day everyone!

I normally find it fun to work out most issues i come across, i think it adds to the learning. But this one has me stumped.

Ive generated UV’s within Zbrush for a model, saved and exported my relevant textures (AO, Cavity etc…) and then went ahead and decimated the mesh (ensuring to maintain UV’s during the process)

Upon importing into 3dsmax 2013, Once the texture, diffuse or otherwise, are applied they are mis-aligned, ive tried tweaking in Max by making manual adjustments as i thought they simply needing flipping - (flipping off more like!)

I certainly hope someone can assist me with this, in return i shall send you happy thoughts and digital hugs :slight_smile:

DM

Arrrrrrgghhh (in my best pirate voice)

Ive just happened across the solution, silly little me, so to anyone else who happens upon this thread, here it is.

Prior to exporting any given texture for a model, go to Texture tab (top menu bar), ensure the given texture is highlighted and click ‘Flip V’ , this flips the map vertically for max.

Its so obvious now i feel silly :-S

DM

:slight_smile: Always need to flip vertical all textures if you export through Zbrush Texture Export method. But you can also use your GoZ to transfer your mesh and all textures applyed into it in your external package. I suggest to give it a try

Cheers

Wow, ofcourse this makes much more sense, could have just saved myself hours of work there lol.

I have 20+ subtools in this project and just spent the afternoon re-opening them to flip/save/import them into max. Doh.

Thanks for your help :slight_smile:

Glad to help!
Well, it´s part of the game .In this 3D learning path we all commit errors and we all still learn from them :slight_smile:

Regards