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Retopologized tool to 3ds max and back to Zbrush

Hello, I did a retopology of a tool and after making an adaptive skin and thus creating a new tool I am trying to export this new tool to 3ds max, unwrap it and then inport it back to Zbrush. I do this the standard way that I’ve used many times but the mesh keeps blowing up when I import it in Zbrush and try to go up to higher divisions. Does anyone know what the could be wrong?
Thank you!

if you’re using max 2009…i am assuming.

when you export out of Max, go to export, .obj. Then pick the Zbrush setting, then turn off EVERYTHING but Texture coords. That should fix your problem.

who would have thought that when autodesk bought mudbox that all of the sudden getting from max to zbrush would become a pain…

I don’t know goast, I think it’s easier in Max now with the new obj exports options, than in earlier versions.

As for the problem, I find just switching off optimise vertex seems to do the trick, of course it also depends if you’ve been collapsing your stack and adding exotic modifiers to the model…

Thank you for your answers guys. The problem is that I am using Max 9 and not 2009. Do you have any other suggestions? I already tried importing it as a single mesh and turning off other options but it keeps blowing up. This makes no sense as I’ve done this many times both in Maya and Max…

All I can advise is to keep the model as editable mesh (the state it imports as) and do not add any modifiers apart from UVUnwrap, which you have to use obviously - just don’t collapse the stack. Always re-export the low obj from ZB for edits, never re-use an older one. Good luck anywayz.