when i try and export a texture that i have poly painted in zbrush it only worls for half of the mesh and the other half is left blank or distorted. Does anyone know how to fix this? The problem occurs for when i try and export a normal map also.
thanks for reading
I imagine that you have not flipped the texture in the vertical for export.
Another possibility is that only one half of the model has been UV’d. For example, if you constructed half the model in another app and then mirrored it, it’s possible that the mirrored side does not have UV’s.
i used the simetry modifier in max, collasped the stack. then unwrapped the whole mesh. every part of it has been unwrapped. it just doesnt make sense!
This is the result of what happens when i press the colour to texture button. Before this is pressed there is a texture on the whole of the mesh.
any ideas?
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I pretty much do the same thing in max but, I can’t say that I’ve experienced that sort of wierdness in Zbrush. I’d be curious in having a closer look at your texture map (and or template). It doesn’t actually appear as though only half of the texture is being applied. Some of it seems to bleed over partially onto the other side as well. It’s almost as though the map is off-centered somehow.
Not saying that this will definitely work but it might be worth a try: If you’ve saved your .max file try exporting your .obj again. (maybe without collapsing the stack??) One question: Have you tried painting a texture in another program and had the same result? If not, I’d test that. At least it would narrow it down a little more. I’m sure you’ve already tried flipping it around all the different ways… sorry if what I’ve said doesn’t help. I’ve had a few strange things happen coming from max, including wacked out normals, stretching, etc,. Most of the time it was solved simply by re-exporting. Nice dino sculpt btw!
What happens when you press the Uv Check button? Does any part of the model turn red? If so, then you have overlapping UV’s, or UV’s that are in multiple spaces extending outside the 0,0 to 1,1 space.