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Problems importing 3dsmax quads

First I should probably mention I’m pretty new to Zbrush and 3d modeling in general.

I created a mesh in 3ds max and unwrapped it without any problems. I exported it as an .obj file as quads and imported it into zbrush as a tool. Every time I use z-mapper to create a normal map, it comes out very faceted, the kind of facets you see on UV seams where two seams match up, but on mine the facets lines up with every polygon edge. When I click UV Seams under display in z-mapper, it looks like it’s creating a uv seam on every polygon edge.
seams.jpg
I re-exported the mesh from 3ds max as triangles and the problem went away. Still, the triangles aren’t subdividing very well, and I’m concerned there’s something else wrong with the file. Has anyone ever seen this before, or have any ideas what’s wrong with the file being exported as quads?

Attachments

uv's.jpg

uv's.jpg

normals.jpg

I’m having the exact same problem and can not figure out what is going wrong. I’m done with my model and all i ahve to do now is texture her… dangit!!

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You most likely need to reset the xform. Also make sure that “# of Digits” is set to 6 in the export options for Max.

How do you reset the xform… I’m sorry, but I’ve never ahd to do this before… I’ve never had this problem ever before.

I don’t know how to do it. I’m not a Max user. I just know that in the current versions of Max it’s the most common cause of what you’re seeing.

yep thats probably a resex xform problem, it happens when you scale or make mirrors in your model and then you have a negative scale…in max, select the object, go to utilities and then click on reset xform, and the collapse the stack…then u can export and it should be fine, hope that helps!

I havent tried it yet, but I wanted to first say thank you both for such valuable feedback! I truly appreciate it! I’ll post back later!:smiley:

Oh man, it worked!! THanks so much for yoru help!!!

Attachments

QUEEENNNN.jpg

nice, glad it worked, be aware that when that happens, sometimes when you reset Xform an object, it´s normals will get flipped, so if that´s the case you will have to flip the normals of the object…

actually that is exactly what happened, but i could tell right away so i just re flipped them. thanks again!!