Hi,
Just started learning Z Brush and love it. I recently worked through the practical guide and am starting to get the hang of it.
This is my first post so apologies if this is an obvious problem, but I’ve spent as long as I can searching other threads for the answer with no results.
Basically, my goal is to create models in 3dsmax, export them to Z brush and detail them up (which I’m fine doing) and create Normal maps for the original mesh.
The problem I’m having is with UV co ordinates. I’m really competent in unwrapping meshes in max, and was hoping I could unwrap my model before exporting, then use those co-ordinates when coming out of Zbrush.
I’ve had a go at exporting my Editable Poly from max as a .obj, but when importing it as a tool, the mesh is an absolute mess! the vertices are in the right place, but the faces are all screwed up. exporting as a .dxf brings it in nicely, but I’m not sure if a .dxf stores uv co ordinates.
Finally, the Zbrush work I’m fine with, but when it comes to creating a normal map, Z brush unwraps the model itself (using Adaptive UVTiles) I’d like to find a way of using the uv co-ordinates I did in max to create the map with. That way, I wouldn’t even have to re import the mesh, as the normal map would fit my already unwrapped mesh.
I don’t know if I’m being naive and it’s not that simple, or I’m doing something wrong, but that’s where I’m at. If anyone has any advice, or could at least direct me to a suitable thread, I’d be eternally grateful!