ZBrushCentral

Problem with imported mesh from 3DS Max

Hello.

Im new in Zbrush, been a month or so since i’ve started using it and i’m making my first model on it on the last week.

I’ve created an armor for my character in 3DS Max, however when i’m importing it to Zbrush and apply the polygroups, some isolated faces or meshes seems to be “loose” from the original, dont know if it’s coincidence, but it’s mostly the meshes from the symetry border, and some from the “Shell” modifyer from max.

Also when i subdivide the mesh on Zbrush, there’s holes on those areas.

So i wanted to know how to fix this, i’m already trying to solve this for 2 days now and i’m starting to get frustraded already lol, so i came to ask for help from the Zbrush pro’s :slight_smile:

Here’s a print screen, left zbrush problem, right the mesh on Max.

http://imageshack.us/a/img23/8573/zbrusha.jpg

also a noob question related to it, it’s better to import each element from the armor (like the armor itself, shoulders and so…) each one as a subtool or may i import everything toghether on a single OBJ file??

Hope i could express myself clearly.

Thank You! :slight_smile:

Have you collapsed your stack before exporting?

have you imported your exported mesh into max to see what it is generating?

Hi Beta

Thx for the reply.

I guess that i’ve fixed the problem, i noticed that the mesh in max, after i applied shell and turbo smooth, the polygons on the border of the symetry was becoming triangles, and when i exported to Zbrush they turned to be other groups (dont know why thought)

What i made to solve this was to convert the object to Poly and after that apply the Shell, doing this ive found only one face with the same problem, but then it was easy to fix.

Probably on the tutorial i’m watching the artist made this too quick for me to see lol :smiley:

Anyway, thank you for the help.