ZBrushCentral

UV flip on imported .obj

I am trying to import an .obj from Modo and sculpt then bake out a normal map. I have the mesh uv’d in Modo, and the uv’s are correct. When I import the .obj the uv’s come in flipped vertically (and I have all the flipping turned off in the zbrush preferences). Also, I did a test and poly painted on the mesh, then baked the texure to uv’s in zbrush. I could tell from the texture that not only was the uv set flipped vertically but the uv’s themselves had been flipped or changed in someway.

Does anyone know of an option that I am missing for importing obj’s?

Thanks.

Your textures always need to be flipped vertically when going between ZBrush and other apps.

Thanks aurick. It seems I have the uv problem fixed, but I am having another problem in zbrush that I saw before as well. When I generate normals in zmapper it seems like the values are clamped somehow. I have attached two images. One is of the sculpt and the other of the normal map that gets generated.

Any help would be great, thanks.

Attachments

zbrush01.jpg

zbrush02.jpg

In ZMapper’s Misc tab, increase the setting for Raytracing Max Scan Distance.

Thanks aurick,

That fixed it.

Yeah, this really is an old story! :rolleyes:

But what I don’t understand:
Why won’t that behaviour eventually be “fixed” in ZBrush?
I mean so that ZBrush itself uses UV-Maps properly.
Because in my humble opinion the alignment of UV coordinates in ZBrush are simply wrong defined!
As far as I know it’s the only professional 3D tool that uses UV maps upside down.

Hey, come on, we have version 4.0 meanwhile and that “bug” still isn’t fixed!

Or is there just one serious reason that ZBrush doesn’t meet the standard here?

Everybody just uses the workaround (flip the maps at im- or export) but no one seems to challenge the correctness of ZBrush’s behaviour…