I’m having a problem with updating some of my UV’s from zbrush to max and back to zbrush. There were some issues with my UV’s once I got into zbrush but I thought, “no big deal” as I’ve done UV fixes a couple of hundred times. This is my first real time to do it in 3.5 though. I exported my mesh from zbrush to max, fixed the UV’s and when I brought it back in it looked like it atlas mapped the entire head (separated the polys into seperate tiny maps). I’ve gone through the export options from Max2009 more than just a couple of times. I even used UV Master in Zbrush to check the UV layout and it looks correct. Even exporting it back to Max it looks correct. It’s just not viewing correctly in Zbrush. Anyone else having problems like this and know how to resolve it?
Just applied the map to it in Max and thought it was correct but it is not. It’s weirdly mapped. The seam that runs down the centerline across the top of the head and down the back now has two seams running perpendicular to each other. The mouth seams separating the interior of the mouth has moved foward by about two ring loops. If I can I will post pictures tonight of an example.
My settings for Max export are:
Flip YZ-axis (Poser-like)
Texture coordinates
Normals
Smoothing Groups
Scale = 1.0
