ZBrushCentral

UV Export from Zbrush to Max

I created my model in Max and laid out the UVs before even touching Zbrush because Ive had problems with it blowing up before. After finishing my sculpt in Zbrush, I export and then import into Max only to have my UVs screwed up. Ive looked around in the menus to see if it is an option I missed turning on or off but I can’t seem to find anything. Thanks for the help.

Version of ZBrush? Version of Max? Your UVs are “screwed up” in what way when you bring the model into ZBrush? What did they look like before and after? ZBrush should respect and maintain your UVs as long as you don’t delete or change them within ZBrush.

Im using Zbrush 3.1 and Max 2009. By screwed up the UVs are being remapped as a planer map from top view. I also checked in Zbrush to see if my UVs were transferring with the original OBJ and they are. I was looking though some tutorials and found that I should have have in the export menu, under Tool, the Grp (Export Sub Groups) button turned off. That seemed to keep my UVs the same as when they were brought in.

sounds like you didn’t flip them vertically to me.

How, exactly are the UVs screwed up? It is often necessary to weld the UVs in max’s Unwrap Modifier using a weld threshold of 0.001. Just select the broken shell, be sure the threshold is set as stated, then weld.

As for dealing with UVs in max after you’ve created a sculpt in ZBrush, there is a specific reason that it ‘blows up’ when taken back into max. By default, the 3ds max obj importer imports as seperate objects, so be sure when importing to import as a single mesh (tick the box that says that). By default 3ds max’s obj exporter optimizes the vertices. This renumbers the vertices and renumbering causes the blowup. When exporting the obj, untick all the boxes in the ‘Optimize’ group of the obj export dialog, especially the one that says ‘vertex’ and texture-coord’. It is essential that vertices not be renumbered.

If, for some reason this does not work (and it hasn’t always for me), a workaround can be to follow these two workflows:

For editing UVs:

  1. import model into max
  2. edit UVs
  3. collapse the stack to an edit poly
  4. import a second ‘fresh’ copy of the model
  5. add a new Unwrap Modifier to the first model, and copy and paste it to the second model.
  6. Collapse the second model to an edit poly and export that to an obj.
  7. import this new obj back into the first sub-D level of your model.

For editing the topology (but NOT adding or removing vertices or edges) (only for editing the position of existing vertices or edges!!!)

  1. import the model into max
  2. edit it as needed
  3. import a second ‘fresh’ copy of the model
  4. add a Morpher modifier to the second copy of the model.
  5. in the Morpher, capture the current state, then capture the first, now edited model into the Morpher’s first available target slot.
  6. run the slider up to morph the second model into the edited model’s new shape.
  7. Collapse the second model to edit poly
  8. export the second model to obj
  9. import this new obj back into the first sub-D level of your model.

When the first options listed fail, the two workflows listed here will succeed. Sounds tedious, but it goes fast once you’ve done it a few times.

Hi guys.

I'm just starting out using ZB myself, and having the same problem as sakaye87, and couldn't get it fixed even as I tried the things above. I probably just didn't fully understand or something. So here is what I did: [Picture](http://karetar.net/salaa/exporttausongelma/1.jpg) Mapped a character in Max. Also rigged it. I just want to use ZBrush for fixing the texture seams. At least, for now. [Picture](http://karetar.net/salaa/exporttausongelma/2.jpg) Exported using these settings. As you can see, I tried to uncheck everything texture coordination related. I also tried exporting with only the optimization settings unchecked, others as they were by default, same result. [Picture](http://karetar.net/salaa/exporttausongelma/3.jpg) Import to ZBrush as a tool. [Picture](http://karetar.net/salaa/exporttausongelma/4.jpg) Get this >:/ I'd really appreciate it if someone could help. And sorry if this was a stupid question..

EDIT:
Found the solution. The Map was upside down. Was able to turn it in ZBrush.