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ZBrush 4 "welding" UVs on export to 3DSMax

I am trying to export the lowest level of my character back to 3DSMax for some UV tweaking, only the UVs are braking. In Unwrap UVW it looks like all is fine, but each UV point is connected to a random other/s, and so the texture is not displaying correctly.

It’s definatley ZB doing this as I can export from Max to ZB with good UVs, but when you export back the UVs are bamboozled. Anyone had similar? Any solution please?

I have tried this with my ZB3.5 sculpts and it does the same. Could it be settings?

uv issue.jpg

You can re-create this issue:

-Export Max > ZB (initial object UVs correct)
-Subdivide in ZB
-Export Lvl 1 ZB > Max
-Export Max > ZB Lvl 1
-Export ZB Lvl 1 > Max
-UVs dead…

I found a solution to this up to a point. Export the Lvl 1 as an obj from ZB. In Max, Select your original model (with healthy UVs) and use the Morph on the imported ZB model. This will pick up the shape of the ZB Lvl one but the UVs will not cross over. Then you can tweak using the healthy Uvs and re-import back into the ZB Lvl 1.

Not a total problem solver but a way round, at least I can tweak my UVs now in Max.