ZBrushCentral

Max Zbrush UV issue

Yeye so here we go again - couldnt find any specific in the search results. :+1: sorry…

I have a head with completed polypaint texture.

I want to export the polypaint texture on the head onto a large texturemap from zbrush and apply it into the head in 3dsMax.

I export my head lvl1 into 3dsmax - convert it to editable poly - apply unwrap modifier - load the UVtemplate i’ve saved from earlier - it loads fine.

Then I collapse the stack - convert to editable mesh - then to editable poly again.

Then I export the head as obj - turning off any unecessary features like “optimize” - only maintaing the texturemap.

In zbrush I import the new mesh into subD vl1 - then try and subdivide and all is good. The head now has the new UVmap and subdivides fine - no vertex mesh feckup…

SO - now I select a white 4096x4096 texturemap and apply to the head - I go to Texture and select Color to Texture

The texturemap is now onto the head - however something in the UVs has fecked it up - and it now looks like this:

Any know what the h… is going on in Max or Zbrush?

UVerror.jpg

The template you are loading is messed up. If you render the UVtemp you’ll see that all of your UV’s are either broken or flipped, or both. Most likely…

Yeah probably - wel used to work fine between Maya and Zbrush - Max creates weird issues sometimes…o wel…

Thx for reply :+1:

Okay - problem solved.

There was nothing wrong with the UVWtemplate I imported onto the lvl 1 mesh in 3dsmax.

BUT - when I imported the subd lvl 1 mesh (it comes in as Editable Mesh) I converted it to editable poly - applied Unwrap Modifier - loaded the UVWtemplate file - collapsed the stack - converted to editable mesh and back to editable poly (to fix vertex bug) - and then exported back into Zbrush.

This worked fine regarding the vertex issue - but not the UVW issue.

SO - the solution: import subd lvl1 into max (comes in as editable mesh) - convert it to editable poly - convert it to editable mesh - convert it to editable poly - now add the unwrap modifier and load the UVWtemplate - my mistake was simply adding it to early in the process - even though the vertex came out right it didnt fix the UVWs…

So to make a looooong story short: add the unwrap modifier last…

Sorry for the “novel” - just felt like it :slight_smile: