ZBrushCentral

URGENT HELP! hidden duplicated mesh!

Hit here,

Need help really fast really really badly!!
I created my mesh in maya and imported it into zbrush , modeled , textured, created displacement etc as i`v done time and time over again.

When i imported my mesh back to maya there is a mesh directly under the mesh! so if i more a vert there is another vert under it! Never seen this , in zbrush if i hide half the mesh , go inside it there definately aint this second mesh…

where from exporting to importing could this possibly happen… i do as i alwas do…
AUVtiled, Export using OBJ, TXR,Qud and mrg (tried without mrg too)

why is maya making a duplicate mesh in the mesh!

Please please help i cant start again , my project was due tonight …thats a couple of hours away …oh the stress…

Peace
Stu

Ok i tried importing it into 3dStudio got the same issue!
something went wronge in zbrush…any iadeas?

sounds to me like you could possibly have duplicated the mesh in maya, by accident. Anyway, If you load your Z brush file, and auto assign polygroups to your model, you should be able to fix this problem, with, the “delete hidden” button.
After assigning polygroups, the 2 seperate meshes should have different poly groups. This means you could ctrl + shift click one polygrouped mesh, to hide one mesh, and leave the other on screen.
After that, click the delete hidden button,…
save a seperate z tool
and export the remaining mesh from Z brush to maya, …and replace the old mesh , with the newly imported one.
If you have this character skinned to a rigg, …select both meshes, and use “substitute geometry” (maya8)

very interesting , sounds like a solution!
I did a test with a sphere and cube…all works there…

To do your solution … I click on autogroup …Now to hide the one mesh , I ctrl click and well something is funky it seems like the two meshes are one group! i AUVtiled it in zbrush…mmm i dunno man… cant select the seperate mesh … can i send you my obj?

In maya i tried…
bringing it into maya as is, trying to merge the verts and then run cleanup so it can be converted to subD seems like a never ending cycle , i either delete the error face that clean up shows me or i try merge all the verts , it never ends, when i subD i get a million subD circles! so yes your way sounds like the perfect solution if i could get it right.

Thanks so much, look farward to hearing from you

Kind regards and respect
Stu

went back and started from scratch and modeling in zbrush doesnt take too long in retrospect but still curious to how one would fix tht problem…

ok following up what srb said.
First export your mesh out of zbrush, and import into maya.

Now select a vert or face on one of the meshes, and then hit “shift >” and this will expand your selection, keep on hittingit until you have the whole mesh selected. Do this so that you only select one mesh.

Now go into the uv editor and convert selection to uv’s. Then move them over to say the 1,1 space in the editor, just so it is in a diferent section that the other mesh. Maybe even scale it down to play it on the safe side. Now export your mesh out.

Import into zbrush, this shoudl update your uvs, then go to tools-polygroups- and hit uvgroups button. Now it will make poly groups based off your uvs. Now hide one of the meshes, and delete hidden.

Just makes sure to delete the mesh with the moved uvs so that all your textures still line up.

Hope that helps. Peace

Katon

mm…very smart dude!