ZBrushCentral

UV seams broken

Hi there,

I couldn't find an answer using the search, so here I go: I used a template head with clean, unbroken UVs as starting point for my sculpting in ZBrush. I divided the mesh without smoothing the UVs, suv turned off. After sculpting I exported the lvl 1 mesh into max and refined the UVs. I exported with mrg on and grp off. The vertex order stayed untouched. I imported into max using a single mesh and without any fancy stuff. Just the texture coordinates. When I try to re-import my new base mesh into ZBrush, everything looks fine at lvl 1. But the higher lvls are messed up. I tried importing with mrg on and off. [![SUV.jpg|600x445](upload://jnHkowYTEweSiaQXXC1byCMhwxD.jpeg)] I did a simple export-import workflow without touching the UVs and it worked fine, so it has to be the UVs. Or rather the smoothing of the UVs in ZBrush for the higher SubD, I guess. Anyone knows how to fix this? THX in advance!

What can cause this is the normals get fliped between apps. Make sure double sided isnt turned on in the display menu of ZB, your head should apear ok without it on. I found that somehow my normals got reversed and double sided was on in ZB wihout me knowing it. When taking it into Modo and back the point order got changed without me even touching the mesh.

It may be the same problem, it does look the same distortion, athough imusing Modo. Check the video out.

http://www.veoh.com/videos/v6598437aqrfrZkj?c=CGDreams

Thanks for the reply, tez. It’s great you even have a video to solve the flipping problem.

However with my mesh there was no flipping of the faces. Doublesided wasn’t turned on and everything looked fine. But yes, the distortion looks similar. I will look into the normals one more time, but I doubt this is causing the problem, since the vertex order stays untouched and the visual feedback seems correct.

Any other ideas?

THX!!!