ZBrushCentral

UV Import mess.

First off, sorry if this problem has come up before, I tried to do asearch but had no clue what keywords to use for this problem.

Anyways, I made a model and decided I was too lazy to UV map and decided I’ll detail it then UV map later and import it overtop the lowest detail level. So after detailing, I went into Maya, deleted half of the mesh (which is what I believe caused the problem), UV mapped, mirrored it and exported the OBJ, same number of faces/verticies and all. After I import everything seems fine, but I try and make a normal map and it crashes. I try again and decide to go up in detail level and this is what happens when I switch subdivision levels:

When I try to go down in detail levels after that it is still messed up.

Can someone explain to me how to fix this? Or what causes it? Or even how I can avoid it? I don’t really mind UV mapping it again as long as I know for sure I won’t run into the same problem again.

I’m guessing because I mirrored half the mesh the order in which the verticies are drawn was changed that it somehow made it incompatible with the current mesh.

I wasted a good 3 hours trying to figure out the problem with no luck, tried importing variously edited versions of the original exported OBJ that wasn’t mirrored and it never messed up. Also tried manually text editing the OBJ, which clearly was a silly idea also.

Im having the same problem with a model I have been working on in XSI for the last few days.

The same problem appears when I try to update the model’s UVs…
I am quite sure that no single point was moved while I UVed the thing…

I have to run for now, but Ill be sure to check it out tonight, see if I can find a work around …
Else Ill just have to restart my displacement I guess :confused:

Ill let you know if I find something !

When you import the model into the other application for UV’ing or export it from the program after UV’ing, the point order is being changed. This in turn causes the mesh to “blow up” when you change subdivision levels in ZBrush.

It’s very important that the program you use to do the new UV’s does not change the point order on export or import.

So basically if I don’t delete any of the model when UV mapping everything should be fine and dandy?

Also, is there any way to emulate the old point order? Or transfer the new UV’s to another model (the direct zbrush export)?

if I remember right you can reverse the order in uvmapper so if they get reversed in whatever program you are using try loading it in that and export out with reversing or whatever uv mapper calls it (I forget and don’t have it available at the moment) then importing into zb.

I believe I had to do this with wings3d to get it to work all peachy keen between zb and wings.

I had my geometry blow up like this as well. I took the same model that was imported into zbrush, and created uv’s for it in maya. None of the vertices were touched at all. In fact, you can morph from one to the other so I know they are identical. Still, the geometry blows up.

I couldn’t find a resolution to this other than to start over with the model that had UV’s on it.