ZBrushCentral

UV importing

mmmk, need some help if anyone can lend their time.

I created a model in maya and imported it into zbrush and detailed it up, then exported my lowest subdiv back to maya to uv. I uv mapped it and then tried to re-import it back to zbrush, but no matter how i import it and try to retain the detail, the mesh blows out with verts flying off everywhere.

I understand that this is because the point order has changed. What i dont understand is how did it change. All i did was export mesh to maya, uv map and re-import…

I could get around this by appending and using project all but this causes some mesh pinching and my system will crash if i have too many polys up (not a powerful computer).

Can someone give me a hand on how to create uvs and reimport it into zbrush and still have my high detail?

In Maya, make sure that Create Multiple Objects is turned off in the Import options.

thanks sooooo much aurick! I’m sure you must encounter this question almost everyday now!

Thanks again!

Can you help me with the right steps:

  1. Created meshes in maya.

  2. Imported in zbrush, sculpted to finished point.

  3. Export lower-res mesh to Maya with “create multiple objects” off.

  4. Unwrapped, etc.

  5. ???

Not sure from this point how to import them and retain the detail?

Thanks a lot.

yeah sure thing mate, heres what i did…

  1. Create base mesh in maya or zbrush

  2. sculpt all your detail in zbrush

  3. Export lowest subdiv as an obj

  4. import into maya with the ‘Create Multiple Objects’ set to false in the import options for obj.

  5. unwrap your uvs

  6. go back to zbrush, and load your high detail ztool and set it to the lowest subdiv level

  7. click import (just as if ur importing a new obj) and select ur uvmapped mesh.

  8. Profit.

Not sure from this point how to import them and retain the detail?

Thanks a lot.

Hey thanks a lot.

When I have tried in the past to import an obj while I have a ztool active it gives me some sort of error message saying that “the two objects are not the same division level” or something like that. How do you get around this??

Also, what do you mean by “profit” in number eight?

Thanks a whole bunch.

_K

I have a question here - what if you modeled and unwrapped your model in Maya, and then you want to take it to ZBrush? I don’t see that “single object” checkbox in the export options, and the UVs explode in ZBrush.

Aside that, is it technically wrong first to unwrap and then to sculpt? I’m talking about a human head here.

Thanks!

@kansuke - I think by “profit” he meant “enjoy your UVs” :slight_smile: