ZBrushCentral

unwrap for zbrush

hi guys, i would like you to see my pictures and then tell me what im doing wrong (working on 3dsmax 9): My unwrap doesnt show any overlapping faces but the uv check in zbrush does

this is my model
poly.jpg

somebody tell me please what i am doing wrong

Attachments

uv check.jpg

unwrap.jpg

What were your export settings in Max?

These are the export settings I used for for my dino.
export settings.jpg

oh , yeah … tell me about that ! :cool:

i’ve been into this before … and i think its a max thing or zbrush thing or both :confused:

what i did and solved the problem " for me at least " was that

1- in the uv editor in max turn " display distorted edges "
2-i played with the red edges in the uv layout to become more grren
3-try to find a very close vertices to eachother a very close in relation to the
whole layout and try to make them away alittle

4-select overlapped faces … " you should get none "
5-select inverted faces … " you should get none "

now close uv editor … utility resetxform --> reset selected … and then in the modify panel collapse all

and try to export again to zbrush … as you expected … the 1st thing to do is UV check … another red line ? do the above steps again …!

you may think this is insane but insanity worked for me !

ok thacks cyfer, i really thought nobody was going to answer. i`m gonna try it and then show my results

regards

I don;t know about Max. But one thing is for sure. ZBrush does NOT alter your UV Layout unless you issue one of the UV modifying commands like AUV/GUV or the other options. So, you’re safe to assume it’s Max who’s pulling your leg.
However, can’t help you there.
Lemo

ive tryed everything and nothing i dont know if z can really work with 3ds max. after following every single step of the pipeline guide and then some advices of this forum, i cant get the results im suppose to get.

I`d like someone could show me any with z and max to realize they are really compatible

Try these settings; I work with max and zbrush all the time. And I have never even worried about that issue. If your exported normal maps displacement maps diffuse maps all look correct in max and in zbrush then what’s the problem?

I loaded in a few of my models and ran that check in zbrush and about 2 - 6 faces turned red. But so what, the model and textures look okay in both zbrush and max so I am not going to worry about it. Z brush’s threshold for what it considers to be overlapping uvs may be different than maxs but again if your textures look fine its not really an issue.

A better way to look at your UVs in zbrush after importing your model is to use zmapper’s morph uv function. It’s a lot easier to see what is going on and how your texture relates to your uvs it’s also easy to see if you have any overlapping uvs.

i always export to obj like you
So i forgot about uv check and overlapped faces because it seemed to be ok
after sculpting i go back to max using md2 and i still cant get the same shape. ive been trying with finalrender and mental ray; just like pipeline guide says and i dont get accurate rseults. Do you think pipeline guide is ok or theres something missing?

I`ve use the settings of the pipeline guide
i export in zbrush with
md2 r32 and also d32

sculpt.jpg

Attachments

max render.jpg

hi --E–
could you show me your setting to export in zbrush with MD2? because i`m trying to find what i am doing wrong

thanks for anwering

my md2 export has a problem, about height. If i sulpt too high, then in max my displacement shows something flat. its like having a limit of height while sculpting; doing it in z is fine but when i get back to max the render shows this limit im talking about

renderz.jpg

I really dont know what to do and ive been trying a lot

Attachments

rendermax.jpg