ZBrushCentral

UV Map From 3dsmax

I have a sculpted ZTool in ZBrush and I’ve used 3dsmax to create a UV layout for it using the following process:

  1. Bring my ZTool down to subdivision level 1
  2. Export it out of ZBrush as an OBJ
  3. Import that OBJ into 3dsmax
  4. Create my UV layout in max
  5. Export OBJ with UVs out of max
  6. Import OBJ with UVs back into the original ZTool at subdivision level 1

The problem I’m running in to is that when I import the OBJ with UVs back into my ZTool at subdivision level 1, once I increase my subdivision level back to the highest level (6), the results are odd.

I did not mess with the point order at all in max, and I’m pretty sure I’m using all the correct export settings in both ZBrush and 3dsmax. I also made certain that I don’t have any inverted or overlapping UVs.

Something I’ve tried is storing a morph target on subdivision level 1 of the original ZTool before I imported the UV’d OBJ, then hitting Switch after I imported the OBJ, just as an attempt to clean out any weirdness that may be occuring, but that didn’t seem to help.

Any guidance or suggestions are appreciated.

[process.jpg]

I just found a thread that recommended turning on Merge in my Export and Import options in ZBrush. I tried it, but it didn’t help.

hey dustin,

have you tried the method with re-import of the unwrapped model??
make uv layout in max -> export as obj. -> import the same obj. again in max-> export again as obj.

sometimes i had the same problem, and this can be the solution… sometimes… :wink:

good luck

here are some interesting links:

http://www.zbrushcentral.com/zbc/showthread.php?t=47891

http://www.zbrushcentral.com/zbc/showthread.php?t=47336

What version of Max do you use?

What modifiers do you add to the stack?

Do you collapse your stack?

Thanks guys. I’m using ZB 3.1 and 3dsmax 2009. The only modifier I’m using is Unwrap UVW, and I do not collapse my stack.

I seem to have gotten it to work by leaving my geometry as an Editable Mesh instead of converting it to an Editable Poly in max.

I appreciate the suggestions and links, from everything I’ve read, it sounds like ZB+max users need a quiver of workarounds ready for this sort of problem.

I am glad you have it working correctly now, that is definately the golden rule you mentioned - leave it as Editable Mesh.

Another thing to watch out for is do not change the pivot at all or move the object in the slightest from its original grounding… Recently I took a look at an old sculpt of mine and changed the pivot to fit in with newly added subtools, ZB didn’t like this at all and it soon became unworkable - and there was no way of correcting it, which lost me several hours work…another one for the experience <sigh>

Try importing and exporting your .obj files from Studio max with the pluging from Guruware… http://www.guruware.at/main/index.html

It has a ZBrush preset in the import/export windows.

Every now and then I’ll load the obj model in BLENDER and save it again as an OBJ file. It seems to iron out any wrinkles.
Upham:)