ZBrushCentral

Point Reorder Problem - 3ds Max 2011

I don’t see how I could have messed up UVMaster since it is so simple, but it appears I have done something wrong. I have done this exact same process before and it worked perfectly - not sure what I did this time that caused the problem.

Here is my workflow:

  1. Created ZTool and completed my sculpture
  2. Exported the level 1 geometry
  3. Created UVs in an external program
  4. Imported OBJ with corrected UVs
  5. Used existing UVs and copied the UVs
  6. Applied the UVs to the original ZTool

As you can see the left is the imported OBJ with the corrected UVs and the one on the right is the one that the UVs are being placed upon - they are exactly the same size and are in the same ZSpace.

Here is what I have tried:

  1. Working with and without clone in UVMaster
  2. Working with the correct UV OBJ in the same ZTool and outside the ZTool

Most importantly, this is also occuring on other subtools where it has previosly worked as desired.

Any ideas?

I am also having a single object that UVMaster will crash on anytime I try to paste uvs on it - this occurs even when I use UVMaster to create the UVs - not sure what causes this but I am exploring.

NOTE: While this is obviously a mesh that could easily be handled by UVMaster, it is for testing only - the other meshes are much more complicated and are more appropriately UVMapped in an external program since specific seaming and vert spacing in the map is desired.

MOST IMPORTANT - if there is a BETTER way to import UVs to a model I would love to hear that one even more than how to fix the problem I am having:).

UPDATE: I thought this might be a case of not having the “MRG” button pressed in the Import Panel, but that did not fix the issue so I am still searching.

UPDATE: Also tried using a different 3rd party application to export the OBJ to test to see if I had set my Max settings incorrectly - have used 3ds Max 2011 and UVLayout with identical results.
UPDATE: I also tried the older way of importing the model while having the correct subtool selected, but this did not work on any of the models - on some it imported without error message, but did not bring in the UVs and on others it gave a point order error message, but did not bring in the uvs then either even though it did auto reorder the points - still searching.

UPDATE: Ok - this has me baffled - the UVs seem to be working properly when I click clone to check them after I paste them, but the texture is still screwy as in the image below - I “think” I am making progress …

After further testing with a better test map I altered my workflow slightly with the same result - below is a step by step of what I am doing with the same result:

  1. Open ZTool and select SubTool - Apply target texture to test UVs before any have been added - as you can see the default UVs give the image notated “1” which is unified, but off centered
  2. At lowest subdivision level on correct SubTool create MorphTarget and import correct UV mesh with MRG button pushed or unpushed and using either the standard import or the Import panel import button - model will hide - press “switch” and model reappears with the centered uvs, but not displaying properly as shown in image 2
  3. Open UVMaster and create clone - for some reason it slightly enlarged the image, but this could be just a framing function
  4. Click “flatten” to check UVs - as you can see they are correct when flattened - but not being displayed as the flattened image shows

By looking at the image and what it is doing it seems that the points have been reordered for some reason. I got an error message that this occured, but I am unclear on how to correct this.

It apears the faces have been rotated 25% clockwise or 75% counter clockwise. I do not know enough about what is going on under the hood to understand why the are displaying properly in flattened mode, but rotated like this in unflattened mode.

Anyone else had this issue?

UPDATE: I have fairly well nailed it down to a problem with the error message I am getting about point order being reordered automatically - because it is even doing the same thing with AUV or GUV tiles once the new mesh have been imported - not to figure out how the dang points are being screwed up /sigh …

Well, I have not fully tested it yet, but it appears to be a button that was checked inside of Max upon import that I have not noticed before - retriangulate - how in the world that got checked I have no idea, but it looks as if all of my UV versions were built upon imports with that checked so all uvs will have to be redone - of course i will test one first, heh - looks like this might have turned out to be another one of those onesided threads - will post final results - but first … must … sleep … at least two hours before the day starts … zzzzzzzzzzzz

uvmaster_002.jpg

Ok … so I could not sleep for thinking about this stinking point reorder issue.

Here is my latest test without having the retraingulation checked - obviously it was creating one issue which is solved now (the rotation issue), but there persists a point order problem because I am getting the error still and having this screwy UV issue (see image).

And with that I am going to take a break - can’t think straight /: … probably missing something very basic.

uvmaster_003.jpg

So far I know the following:

  1. The problem is point order reorder
  2. This does not occur when importing/exporting the same model in/out of UVLayout, but does occur when importing/exporting from 3ds Max 2011 (see attached screens)
  3. When importing a model from Max into UVLayout and then to ZBrush the problem is not fixed where OBJs imported/exported to UVLayout that were never touched by 3ds work perfectly so it further points to a setting in 3ds Max being the culprit

If anyone sees a problem with my import/export screens please advise me:).

uvmaster_004.jpg

THANK YOU SEBAS from POLYCOUNT.NET forums - there is such a simple solution to this issue.

Tools > UVMap > Cycle UV until the points are back in the correct order - what a simple fix - still not sure what is causing this in my import/export from max, but the work around inside of ZBrush saved the day!

Thankfully, I was able to get back up and running once I got past the UV import / point reorder issue and got back on track to finish all of the asset sculpturing for an architectural project.

The only remaining issue was the blanket mentioned. Here it is. Never figured out exactly what was causing the crashes, but it seems to have been related to the point reorder issues which are still a quandry, but with the work around I can move onward and upward:).

This is my first project to use ZBrush for architectural assets - they will rock once they are rendered with good textures in VRay - can’t hardly wait.

Thanks again Sebas!

Hope this private nightmare was helpful to someone else, heh.

Bedding_003.jpg

It’s because 3DSMax change the vertex order and ZBrush fix this on import… but it doesn’t reorder the UVs vertices according to the geometry vertex order change. That’s why you have this result.

Yes - the Pixo guys said they are researching this for GoZ for Max. At least I have the work around knowledge now:). Wrapped up that part of the project today - went smooth as silk.

have this issue with max 2009 and 2010 as well. what fixes it oddly enough is the folllowing.

import as editable poly ( or turn mesh to poly after import) > do my edits in max > turn to edit mesh > turn to edit poly again > export.

not converting or only converting once will lead to the same fragmented uvs you have shown, but doing as shown above keeps the uvs intact.
weird, but works :slight_smile:

You can use the trick from Julian_K or the Cycle UV but if you use the cycle UV, be aware of that:

  • The quads are cycled twice, so you need to press twice on ‘Cycle UV’ in order to have the UVs well ordered.
    If you have only quads on your model, that’s good, BUT…
  • the triangles are not cycled at all. So after having pressed twice ‘Cycle UV’ the triangles become badly ordered!!

The solution is to press 6 times ‘Cycle UV’ !!
(If you are sure that you don’t have triangles: 2 times is good)