Question

Exporting from 3ds Max to ZBrush, UVs get mixed up

Asked by: juhoru

Hello.

I'm just starting out using ZB and am having a problem with exporting my model from 3ds Max (2009 64-bit) to ZBrush (3.1), and couldn't get it fixed even as I tried multiple different export settings.

So here is what I did:

Picture 1:
Mapped a character in Max. Also rigged it. I just want to use ZBrush for fixing the texture seams. At least, for now.


Picture2
Exported using these settings. As you can see, I tried to uncheck everything texture coordination related. I also tried exporting with only the optimization settings unchecked, others as they were by default, and of course the complete default settings, same result.


Picture3
Import to ZBrush as a tool.


Picture4
Get this >:/

I'd really appreciate it if someone could help.
Thank you.

  • 4.jpg
    • 48 KB

    4. Result

    4. Result
  • 3.jpg
    • 42 KB

    3. Importing to ZBrush

    3. Importing to ZBrush
  • 2.jpg
    • 53 KB

    2. The exporting settings

    2. The exporting settings
  • 1.jpg
    • 79 KB

    1. In Max, Mapped

    1. In Max, Mapped

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Asked On
2009-07-28 at 10:20:05ID24606962
Tags

3ds max

,

zbrush

,

exporting

,

uv

Topic

3D-Studio 3D Graphics Software

Participating Experts
2
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Comments
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Answers

 

by: bham3dmanPosted on 2009-07-28 at 10:53:29ID: 24963131

Greetings,

It looks like your OBJ ZBrush Preset is missing some checked options, and I'd guess the texture mapping problem in ZBrush is due to the fact that no texture coordinates are being exported.

My OBJ ZBrush preset has the following additional items checked:
Texture coordinates
Use Material
Create mat-library
Force black ambient
Optimize: vertex, normals, and texture-coord


 

by: bham3dmanPosted on 2009-07-28 at 10:55:11ID: 24963148

Oops... missed item 2 above.  Sorry.

 

by: bham3dmanPosted on 2009-07-28 at 10:58:35ID: 24963179

Have you tried removing the rigging (temporarily) and collapsing the texture coordinates into an Editable Poly - then exporting?

 

by: juhoruPosted on 2009-07-28 at 11:11:25ID: 24963318

Hi.
Thanks for replying so quickly. But your settings didn't seem to work. Also I already had taken away all the modifiers like skin and morph etc. Its just a plain editable poly.
Here is what happened:

Picture 5:
Exporting

Picture 6:
Result

 

by: bham3dmanPosted on 2009-07-28 at 11:33:29ID: 24963542

Very interesting.  Have you tried increasing the Precision setting in the OBJ export settings?  This controls the precision of the exported vertex data.

Another thought, have you tried using a Standard material (perhaps it already is) - maybe there are some compatibility problems with other materials.

Also, I have fixed A LOT of weird problems by converting a poly to an editable mesh and then back to poly.

 

by: juhoruPosted on 2009-07-28 at 12:59:38ID: 24964555

No... Sorry to say. Didn't help. I tried doing all that, but it still won't work.
It seems to me that the UV map turns upside down in the process for some reason. That's why in the first post I had tried to uncheck the OBJ texture coordination. Is there a way to look at the UV map inside ZBrush? Maybe I just would have to turn it 180 degrees.

 

by: juhoruPosted on 2009-07-28 at 13:02:07ID: 24964587

Thats it!
I went to the texture settings and hit the Rotate button twice. It worksssss!!
Thanks a lot for trying to help :)

 

by: bham3dmanPosted on 2009-07-28 at 13:08:05ID: 24964652

Glad that worked.  Sorry I wasn't more helpful.

 

by: ee_autoPosted on 2009-09-16 at 01:16:15ID: 25343092

Question PAQ'd, 500 points refunded, and stored in the solution database.

20120131-EE-VQP-002

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