Sometimes it works…other times far from it!
I have a mesh from Max 9. An unwrap modifier on it. No overlapping uv’s. NO major distortion when fixing the overlapped uv’s.
I export out obj…quads…well I know my exporting is correct. There is something in my mesh that Zbrush doesn’t like.
I import the tool. Divide the geometry. Go to Texture - new set to 1024 by 1024. I go to Texture and hit “colorize” then hit “Txr>Clr”
I change my material and begin painting. All goes well so far. Then I hit Clr>Txr and small streaks appear on the object (they kind of look like the poly edges from my mesh but it is hard to tell as they only appear in certain places, not everywhere.
And the little texture patch on the left side of the screen looks all staccatto or broken up…it does not look smooth.
After going into Photoshop and flipping the image vertical and going back into Max and applying it to the original mesh there are black triangles within each poly.
I have three bean-characters. All very similar in construction. One of them goes through this process perfectly. The other two fall apart in the manner I described.
I am assuming I have UV problem but in checking the mapping in the unwrap editor in max, it looks pretty darn good. Very little difference in the way the three bean characters are unwrapped.
I cannot figure out what is wrong. I know Zbrush doesn’t like max very much but I hate to give up.
Does anyone have a clue as to what I might look for in my mesh?
I have done the proceedure from max to Zbrush and back more than a hundred times so I know the proceedure I am doing is correct so the problem must be within my mesh…but darn if I can find out why.
thanks for any help





