ZBrushCentral

Problems with UV Groups-Max to Zbrush

I’m working on a character for my character modeling class. We have to do a character in Max, export to Zbrush, sculpt in some details, and then export back to Max to project the detail on the original lower poly character with the end result being a character I can load into UT3. I’m just getting my feet wet with Zbrush so I keep running into problems. Normally a little google-fu solves the problem but this time not so much.

I started in Zbrush with Zspheres and made a generic humanoid mesh. I exported that to Max where I did all my modelling. Then I unwrapped the character, organizing the UV’s like it’s done for unreal characters, and offset the different UV’s (Head, legs, torso, ect) so I could have different polygroups in Zbrush.

My problem occurs once I import back to Zbrush. I loaded my character tool and placed it on the canvas. I hit frame to show the polyflow, and then autogrouped the polyflow. for some reason, when it separated my mesh into poly groups, it associated one polygon on the leg with the polygroup for the arm. Assuming it was a problem with my unwrap, I went back to Max to fix it and noticed that the cap on the waist (what you would see when the character gets blown apart in UT3) wasn’t unwrapped properly. I fixed it, exported back to Zbrush, autogrouped my polygroups and now I have the same problem with a different polygon in the crotch.

I’m not sure how big of a problem this could be down the line, but Max has taught me one stupid little thing can screw up everything so I wanna nip this in the butt before it becomes a huge hassle down the line. Any help is much appreciated!