Yeye so here we go again - couldnt find any specific in the search results.
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?

