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Zbrush to Maya: export issues

Hey guys,
I’m new around here and i’ve searched through a few threads to find a similar problem with mine, but i didn’t come across any yet. I’ll try to explain it with several screenshots attached here, but basically the hand polymesh i’ve sculpted in Zbrush 4.0 using zspheres turned out to as a dissected mesh once exported in .obj and imported in Maya 2011. Noting it’s the first time i’ve used Zbrush, i hope that the problem is not with the topology but only the export. :confused:

Once imported in maya, i’ve chosen all the separate mesh and merged them at once(haven’t dared to try merge vertex tool since i have a lot of them). The problem actually appeared when i built a basic skeleton for the hand; it was a disaster once i moved the fingers and the wrist since the meshes apparently never actually merged!

So i guess, or hope, that there’s some sort of an export option from Zbrush that would fix the problem. The problem involves some maya knowledge too, so excuse me for that.
Any help is welcomed. Thanks a lot!

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It’s a maya import setting. Go to file>import>import options dialogue box>file type specific options. Make sure “single object” is checked, then re-import.

Hope that helps.

Thanks for the suggestion! but i’ve looked for that option it in two different versions i have, maya 2010 and 11, the file type specific options seem no longer an option in these versions, it’s there but there’s no option available. :confused:

I also use Maya 2011. Make sure you have OBJ selected as the file type under general options. No other choice will allow the file specific options to open.

thank you so much for your help! i followed these steps, worked out totally great until i bind the skin to the skeleton, the same problems occurred. then i went back to my zbrush tool, i saw the unified skin option and gave it a try-why not- and it worked! yay! great thanks once again!