In a previous thread I briefly mentioned that I had some issues with uvw’s being flipped in the transfer between max>zbrush or zbrush>max. Initially I thought it was an error on my part so did not think of it much after I figured out what was wrong.
Well, what I thought was wrong is not the case after all. I have done some testing and have not been able to figure out what is causing this. I am unsure if it is the transfer between max to zbrush or zbrush back to max, but what is happening is this…
- Have uvw’s set up properly in max.
- Export as obj
- Import to zbrush and do modifications or texture (this occurs even if you are not doing sculpting but just colorization as well)
- Export obj
- Import to max and apply unwrap modifier so that you can view uvws
First, the seams are being destroyed somewhere in the process. I assume this is part of the OBJ process since it can not retain the unwrap modifier information at the seam level most likely. This might be a non-error. I am unsure.
Second, is for sure an error. I have a specific uvw that is being shot off into space causing overlapping which is causing both crashes and texture stretching errors.
If you look in the center of the back (lower right) you will see a triangle shot off in the downward direction. If you look at the uvws in the original shot on top you can see this was not that way when I exported the model.
It is always the exact same poly that is being flipped and stretched downward. Sometimes it is totally moved to another part of the map and collapsed down to a single location with all three dots on the same spot and other times it is stretched into a single line all the way accross the map causing even more issues.
I know how to address this after the fact and have it not affect my work in max, but I dont know how to address it inside of ZBrush so that I dont have crashes from this issue.
Has anyone had this issue before? If so how can it be addressed?
