ZBrushCentral

UV Co-ordinates

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!

I’m doing the same thing only I’m using maya. What you should do is unwrap in max. Detail up in zbrush, then take down your sculpt to subdivision level one. Click on the normal map drop down menu under displacement. Click tangent and then click generate normal map. Now what this will do is store it in the texture library. You’ll see it come up there and apply itself to your model. What you need to do then is click on the texture square that has your normal map on the left and the texture library will slide out. Click export and just tell it where to put the normal map. The normal map should automatically apply itself to the uvs in the .obj. I’m not sure about the dxf though. I wish I could help you with your face problem in max, however I’m not a max user. Check out cg talk for that because I know that in maya and max there are some .obj export settings that need to be changed to avoid problems during import into zbrush. Hope this helps!

Wow, quick response. I love this forum!

That’s just what I was after, thanks a lot!!

All I have to do is sort out this .obj export problem and I’m away.

Thanks again. One day I’ll be up to speed and I can return the favour!

Check out this thread for the proper settings to use between 3D Studio Max and ZBrush.

I’m now officially sorted! Everything Exporting/Importing fine, and obeying their mapping coordinates. Time for me to get creative! Thanx everyone!