ZBrushCentral

Model Export from Zbrush bug

So I had a similar problem before with another mesh when updating UV’s through maya after detailing in zbrush, my model gets completely messed up (triangles pointing all over the place) when reimporting the new model.
I figured the problem out with my first mesh (create multiple objects in maya and merge in zbrush) but with my new mesh this both doesnt work.

I read that this problem is usually created in Maya but when I go in Zbrush, put subdivision level at 1, then export OBJ with merge on and then import this OBJ right back in, my model gets messed up as well.

Why? Isn’t it supposed to be exactly the same? I export from ZBrush and then Import again, where does it go wrong =/

Using 3.1

I haven’t really had a successful solution for this problem yet either. A lot of people on this forum have been having this same issue. This problem is suppose to be fixed in Zbrush4, whenever that comes out. It has to do with the point counts changing. Most of the time when I get mess up subtools from this I end up saving more time just remodeling it over, I know that sounds bad lol. Don’t worry buddy I’ve been there.

Heh, I was preparing for that and I’m glad my mesh is not all too complicated.
Too bad there isn’t a “press this button and it works” fix like with my previous problem :frowning: (even though the button took ages to find :lol:)

well you can always try export/import a subdiv1 ztool back into maya and re-uv it to see if that would work. Then before you re-import it save the morph target (in Zbrush), then import the obj. Sometimes people don’t notice that they move verticies around before they import it back in.

Well I’m a hundred percent sure that I didn’t do that, as I said in the first post I also tried exporting from Zbrush and instantly importing back. It still messes up, so the problem lies somewhere in Zbrush for sure.

Yeah I think so too, but they want to put the blame on the other progs lol…

Your zbrush workflow is fine, but when you import in maya, you have to configure the obj import settings and UNCHECK “Create multiple objects”

Dibujo.JPG

Thanks, but like I said I already did this, and the problem also occurs when I don’t even touch the obj in Maya but right after exporting from Zbrush just instantly import it back. So it’s not Maya.

Import the uv’ed mesh into zbrush, append it to the old sculpted subtool, divide it a few times and press the “Project all” button… if that does’nt work there’s a retopology workaround…

i had some bad probs with exporting the zbrush mesh as obj. the solution was checking the export options in zbrush. in my case there was something in it for scale and translation like “na”, i changed that to scale 1 and position 0. then it worked :slight_smile: