ZBrushCentral

Polygroups Destroyed My UVW-map !!

Hello there, i could use some help in this mess i got myself into.

I started unwrapping a low poly model in max. Did a pretty good job at it.
I imported the low poly into Zbrush, so i could start adding detail.
I then started dividing the model into poly-groups, so i could isolate objects easier.
When i checked my uvw-map, it was totally destroyed. I exported th model into max, to find out that the polygroups divided my model into 5-6 different objects.

My question to you dear peoples: Is there any way i can get my UVW map back the way it was, without loosing the small move changes and detail?

you exported out the polygroups.
in the export panel turn off grp…this exports each polygroup as an individual piece.

to get your UV’s back just go back into Zbrush and turn that off…then export.
you should be all set.

in MAX you also have to do some extra stuff to get an OBJ to work correctly with Zbrush. Started happening right after they bought mudbox…go figure.

hey goast666, thanks. So, if i export from zbrush, and then import the obj file in max, i turn on “import as a single mesh” on the options, which makes my model be 1 whole piece, instead of many.

Thats what as far as i understood. I did not quite understand what to do next. I am confused, because there is no export panel in zbrush to turn anything off. I dont know what you are referring to. Could you explain clearer?

When you have a 3D object selected, look at the bottom of the Tool palette. There are export settings there. :slight_smile:

By the way, you should always specify the ZBrush version you’re using. It makes a big difference when people are trying to help.

Thanks aurick. Learning something new is always nice. Unfortunately that did not fix the problem. Although now i have the model back in 1 piece.

I tried several times to fix my uv’s, through various ways.
It is weird that when i store the Morph Target, and then import the mesh with the correct uv’s, and try to “Switch” it corrupts the whole model, into edgy polygons.

I could use the new Plugin, UV-Master, but i spent way too much time to get my uv’s as tidy as possible, and i dont want that time to go to waste (although it already is… :’( )

Any further ideas?

almost forgot, i own zbrush 3.5r3.

if you upload the mesh I can take a look at the UV’s for you.

Goast666 i appreciate it.
I searched through a big chunk of the forum, and tried various steps. Something happened to my uv’s at some point, (i doubt it was the polygroups)
I tried the whole technique with exporting the model twice from max (although i own 2010), but nothing works.

I uploaded a zip wich contains 2 files: number 1 is the one that has the corrupt uv’s.
Number 2 is the one that has the correct uvw’s.

I cannot upload the ztl since it exceeds the limit. If we can manage to transfer uv’s from number 2 to number 1, then i believe i can manage to transfer it to my ztl, (wich has all the subDi)

Once again, thanks a lot goast, i appreciate it a lot.

http://rapidshare.com/files/355351538/leonabou.zip.html