ZBrushCentral

problem with applying uv coordinates - please help!

hi!

i’m new to this forum, but i’ve been using zbrush in connection with cinema 4d r9 for a while now.

my problem is that i have an already detailed model in zbrush. it has GUV tiles, but now i need other uv coordinates. so i have switched my model to subd level 1, exported it as obj and now have created my new uvs.

the FAQ says that i have just to go to subd level 1 and import my object with the new uvs:
“All you need to do is go to subdivision level 1 and import the version of the base mesh that has the UV’s that you want.”

but it simply doesn’t work. when i go to a higher subdivision level the model is totally destroyed:

zbrush_destroyedmesh.jpg

has anybody had a problem like this before?

please help me
kind regards
günter

before export to C4D flip V

thanks for the reply, but WHAT should i flip v? the only thing i can flip at the moment is the alpha (it has no texture applied), and that doesn’t change anything.

best regards
günter

if you exported your obj from z to maya, then laid your uv’s in maya, then re-exported back to ZB…you need to set your import option box in maya to false. This will solve this problem. Also, once you export your obj from ZB, you’re free to move uv’s, but NEVER move vertices if you plan on picking up where you left off in ZB.

it will work if you export to maya and work in maya, since obj is a format from alias it will work perfect the connection zbrush-maya-zbrush again, the problem comes when you work with other packages and zbrush ( i had the same problem working with max and zbrush ) cos the intern order of the vertex changes (or smthing like that) . You can have a look in the troubles etc section of the forums. They are talking a lot about that topic, good luck matey!

hi,

thanks for the info; luckily we have maya 4 here too.
so i have tried it, but the problem remains the same.

where do i have to set that “import option box in maya to false”?

thanks a lot
günter

oha!

sorry, i just didn’t switch from “best guess” in the import menu to “obj”.
i’ll try it now. please…work…

günter

no chance. didn’t work.
damn it!

günter

instead of exporting form zb I would say …try to find the original model that u import to ZB for detailling …and lay out the uv reimport the model in zb …this should work.

cheers

hmm… i will try that…

anyway, a great community here. very helpful, and so fast.
thank you all

günter

i tried to import the original mesh - and it worked! the model has the correct uvs now, but a new problem has occured: the displacement map looks quite strange. you can see where all the polys are, and the displacement seems to be completely wrong:

disp_map.jpg

why does the displacement map look so strange?
by the way, it’s a panoplosaurus.

thanks
günter

Attachments

lowres.jpg

highres.jpg

hi,
how should look the displ.map ?
From where you get the orginal mesh ? I have the same problem with cinema4d :frowning:

Hmmmm I don;t know but the displacement map looks good considering the uv map fit’s to the texture coordinates. Which it seems to do otherwise the ZB render would look…hmmm…hillarious.Looks perfectly normal to me for a ‘unwraped’ texture map. Actually, very good, considering the experiments I am involved right now (smoke coming out of ear trying to get where you are with your map).

LemonNado

Actually, it looks like your UV points are getting switched around somehow when you’re doing the export from your other app.

@cral - i’ve modeled the base mesh in cinema. then exported an obj to zbrush, but unfortunately without any appropriate UVs. there i’ve detailed the mesh, and exported a displacement map using GUV tiles. works fine, but now i need other uvs.
i’ve managed now to get the model some other UVs, but it seems that the UV points are flipped somehow now. i hope there is a way to fix this.

but one thing i have learned:

ALWAYS do your UV setup first, and always store a morph target.

günter

Cost me a week to learn that… sighhhhhhh

“ALWAYS do your UV setup first, and always store a morph target.”

I’d like to add: never delete your lower subdivisions without a backup of the model :mad:. Probably what you referencee with morph target. I’m not animating yet :D.

LN