Hello fellow ZBrushers,
I have a problem that’s been bugging me for a while. I thought the new version would have fixed it, and to some extent it does.
You may recall reading a post about Texture Master not working correctly with other 3D applications such as Maya, Max, Lightwave and co.
Then Pixolator did what he does best, and in version 1.55b we received Adaptive UV tiles. He even posted some example .obj and texture files to see if the new version was going to work in these other 3D apps. To our delight they did!!
The problem I have now is this: if I want to take a model from my 3D app (in my case, Maya), import it into ZBrush for texturing, and export it out again, the export process from ZBrush seems to reshuffle the ordering of the polygons.
Even though the object and texture exported from ZBrush looks fine when imported into Maya, if you copy the UV information and texture to the original Maya object, it looks incorrect.
I have taken the time to show you what I mean.
- Here is my complex 3D object in the Maya viewport:
- I exported the object in 1. above as an OBJ file, then imported it into ZBrush for texturing. Here is my textured .OBJ in ZBrush after I created the texture, applied Adaptive UV tiles and painted with TextureMaster revision G:
- I exported the object in 2. above as another OBJ file, then imported it back into Maya. Here is a view in the Maya viewport of my original (un-textured) object, with the imported (textured) model next to it. It all looks fine at first sight:
- Maya has a feature which enables you to see the individual point and face numbering used on a polygon. Here, I have switched wireframe view and turned on ‘face numbering’ and ‘point numbering’ for both objects. Now here in-lies the problem: If you look carefully, you will see that the numbering of my points and faces has changed slightly. As an example, look at faces 6 and 8. They are swapped when imported back into Maya. I believe that ZBrush may be swapping the face and point numbering, and hence, the TYPOLOGY of the face. Here’s the screenshot in Maya:
- Maya, like most 3D apps, can copy a UV layout from one polygon object to the next as long as the number of faces is the same. Here’s a screenshot of Maya’s UV editor, which show’s my original 3D object which has received the UV layout from the imported model which was UV tile’d in ZBrush:
- Now, when I apply my texture to the original object, it should look the same as the model textured in ZBrush, Wrong! Here’s how it looks:
Basically, this is a production pipeline issue. We need to be able to continue working and animating a model in Maya, whilst someone can continue working on the texturing in ZBrush, without the precise topology of the model changing between imports and exports betweek applications.
Anyone got any ideas???
ZBrush is an amazing program and I thank the authors for making it available, but I would love to get this issue resolved.
Best regards,
Zendoftheworld…