ZBrushCentral

Zbrush to Max = changed vertex order?

I have a rigged character in max (i saved the weighting information). I want to export him as an obj so i can bring him into zbrush and then export him back as a low resolution obj into max. it appears as if the vertex order has changed. now i cant reload my weighting information which means i would have to re rig my character. the vertex count has not changed, just the vertex order i suspect. i also made sure to uncheck ‘retriangulate’ upon importing the mesh back into max. any suggestions to mantain the vertex order? thanks.

What version are you using, and what is the process that is indicating that your vertex count has changed?

Since you already have a skinned version of your character, the easiest thing to do, other than of loading the weights in, would be a Skin Wrap. Merge the new obj into the file with the skinned charcter. On the new obj add a Skin Wrap modifier. Hit the add button and click on the skinned mesh and you will see the name appear in the Add box. You can leave the default settings (unless you want to read up on them and tweak to your preference) and then click Convert to Skin. This will add a skin modifier with the bones and weights assigned to the new obj. And be sure to reset your transforms on the new obj before you wrap it. Hope that helps.

DOH! why didnt i think of skin wrap?

im using max 2010 and zbrush 3.1. the only reason i think the vertex order has changed is because when i bring my mesh back in from zbrush and load the weighting, it gives me horrible results. skin wrap seems to work perfectly