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zbrush export help :'(

Submitted by deadletter on
Forum

I've been tryingto figure out why my UVW keeps on dying when I export my mesh out of zbrush and open it up in max, I did a simple test and I don't even have to touch the mesh to break it with zbrush.

my guess is that it could be max thats causing the problems when I'm exporting it, I just had a look at the .obj in blender and the uvw has been broken up into tris.

Submitted by Adromaw on Sun, 14/09/08 - 1:04 AM Permalink

Now that you mention it I recall you helping me with that Tej with the last character assignment. For some reason (we still don't know) it was the opposite method than we expected to export it as. I think in my case it was assumed to export as quads, but it ended up needing to be tris? I forget the exact details all I know it was contrary to what we thought and we went through it for a couple of hours. Remember me sending those black and rainbow tri checkered maps? heh.

Tristan, try using the other option to what you've been doing. I assume you are still using x-normal? (which I tried at the time, didn't like it personally)

and yes obj's have uvw's, the modding community would have little use for it if it didn't.

Submitted by Anonymous (not verified) on Fri, 19/09/08 - 12:14 PM Permalink

thanks but none of that is much help sadly :'( for the mean time I'll be finishing sculpting my landscpe in zbrush almost finished that, then I'll see if unwrappign it helps to fix the problem, I have an idea what my be causing it so I guess we shale find out, I know how to export correctly I even tested it out on tris, polys and quads none worked so I think the main source of the problem comes from I think the channels, or something allong the lines and is confusing my mesh and all...now that I speak of it I seem to remember that obj's can some times be abit finiky with channels.

thanks for the help any ways ^^

Forum

I've been tryingto figure out why my UVW keeps on dying when I export my mesh out of zbrush and open it up in max, I did a simple test and I don't even have to touch the mesh to break it with zbrush.

my guess is that it could be max thats causing the problems when I'm exporting it, I just had a look at the .obj in blender and the uvw has been broken up into tris.


Submitted by Adromaw on Sun, 14/09/08 - 1:04 AM Permalink

Now that you mention it I recall you helping me with that Tej with the last character assignment. For some reason (we still don't know) it was the opposite method than we expected to export it as. I think in my case it was assumed to export as quads, but it ended up needing to be tris? I forget the exact details all I know it was contrary to what we thought and we went through it for a couple of hours. Remember me sending those black and rainbow tri checkered maps? heh.

Tristan, try using the other option to what you've been doing. I assume you are still using x-normal? (which I tried at the time, didn't like it personally)

and yes obj's have uvw's, the modding community would have little use for it if it didn't.

Submitted by Anonymous (not verified) on Fri, 19/09/08 - 12:14 PM Permalink

thanks but none of that is much help sadly :'( for the mean time I'll be finishing sculpting my landscpe in zbrush almost finished that, then I'll see if unwrappign it helps to fix the problem, I have an idea what my be causing it so I guess we shale find out, I know how to export correctly I even tested it out on tris, polys and quads none worked so I think the main source of the problem comes from I think the channels, or something allong the lines and is confusing my mesh and all...now that I speak of it I seem to remember that obj's can some times be abit finiky with channels.

thanks for the help any ways ^^