ZBrushCentral

uv and 3dsmax problem (again)

Hi all, i’ve got a problem when importing a UV low poly model from 3dsmax to zbrush. I know that this is a common question but :

  • I ve got a “mismatch points-order” tag when i import to zbrush, the model doesnt break but the uvs are corrupt
  • I have unchecked optimization in the 3dsmax export pannel et i’ve applied a reset xform
  • I have tried anything, importing/exporting in 3dsmax 2 times, convert to poly etc, anything i can find on the internet doesnt work (i hadnt this problem before)
  • It does the same thing with any mesh.
  • I have no problem when i export to uvlayout, and then import back in zbrush
  • If i make zbrush -> uvlayout -> 3dsmax -> uvlayout -> zbrush it will do the same thing

Un extract from the beginning of the obj files :
zbrush obj :
v 0.04129999 2.83069992 0.0082
v 0.02999999 2.83109998 0.0094
v 0.0406 2.82450008 0.0106

3dsmax obj :
v 0.04129920 2.83066559 0.00816140
v 0.03002950 2.83107162 0.00937270
v 0.04059390 2.82451534 0.01064740

thanks for your help!

I get the same error when using blender.
I thought this stuff was sorted ages ago, blender even has a import/export setting keeping to keep the vertex order. Anyone else have this problem?

e1

I believe the error, comes about with the work flow,
Zbrush>Uvlayout>3dsmax>Zbrush
Resulting in zbrush jumbling your nice new uv’s

From just one these external programs then straight back to zbrush it works fine, just not together.

So, you’ll have to export through zbrush an extra time just to reset whatever is going on inside. This works for me.

Unfortunately, you’ll find you’ll have to redo your uv’s, saving them out and reloading them, with 3dsmax on the new model, does not work.

I had the problem for awhile now and I found out that if you import to Max from ZB leave it as an editable mesh. Do your UV corrections then collapse back to Editable Mesh. For some reason ZB does not like importing an Editable Poly into an existing subtool. Works for me.