ZBrushCentral

Zbrush 3.5 r3 Uvs and vertex order problem

I think ZBrush is messin up the vertex order on my models. When I import a model into max 2010 from uvlayout the uvs are correct but if I import the same obj into zbrush and then export it to max there is a seam on every single edge. Also I can’t use objs exported from zbrush as morph targets in max. They load as morph targets but when I increase the morph percentage the base mesh explodes :confused: I don’t know if anyone came across this, I had this problem on multiple meshes and it is slowly driving me crazy:(

I had the same problem with no resolution. Ive gotten no response in my thread from Aurick or anyone else on a resolution or cause.

Hi there, normally that problem is caused by Vertices not being welded.
Go to Tool/Import and Tool/export, click on Mrg (merge) and try to do the same thing again. Should work now.

Can’t help you on the morphs though, sorry.

Funny though, that i never had that issue with Lightwave, my models and UV’s (also done in UVLayout) always come into ZB without any problems.
But i have to say i always do a merge all before exporting to ZB.

Hope that helps.

The mrg button helped:) Af for the morph targets I had no time to check it yet with the merge on, but I’ll post the result as soon as I get a moment to try it out. Thanks for the tip

in maya if u set the “createMultipleObjects” option off in the import obj option box, it keep the ids from each vertex. so u can blend morph targets.
im not sure about max, im maya user, try to find the import obj option.

For morph problems there is one solution. If You’re using gwObjexporter to export models from max to zbrush just make sure that all three positions under optimize are unchecked(vertex, normals, texture_coor). It’s optimization of exported objects that cause morpher to not work with these ojects.

Everything works like a charm (for now ;)). Big thanks for all the help