ZBrushCentral

UV Master Shells in 3Ds

I was wondering if there is a way to export UVs from ZBrush via UVMaster to 3D studio max without each polygon having it’s on shell once a UVWUnwrap is applied to the model?

I’ve tried adjusting some of the export options in ZBrush before exporting, but nothing seems to work - nothing seems to give me 1 shell per UV element.

Any help would be apprciated - thanks.

in the export option in the tool menu there is a button (mrg) just turn it on

Yes, it’s possible. But a little bit tricky. In your situation model’s vertex order has changed after export. How do you export your model to max? With traditional export or with GoZ? If one of these methods lead to wrong result, try another. For the traditional export don’t forget to turn on eFlipY, eFlipZ in the preferences->importexport section of zb, GoZ has its own import/export options, you don’t need to set up them manually.
P.S. It seems “mgr” option turned on by default, so I don’t think that problem is there. Maybe I’m wrong.

Thank you for the quick responses - really got me tinkering around with certain options. Best way to learn I guess. :slight_smile:

I happened to click switch U<>V cords in the UV pallet and it corrected the problem like magic.

I now have 1 shell per element - thank you for spurring me to look around a little more! :slight_smile: