ZBrushCentral

Problem with OBJ export and UV-map

Hi

ZBrush2

I found a problem with uv-maps for the exported obj-files.
Here is my simple example. I made a cube without modifications
and exported to an obj file.

I loaded the obj file into UV-mapper pro and found that
it tells that there is both degenerated and colinear faces.>
(first image)

I the cube is triangulated at export the problem does not show up.
(second image)

I can live with the triangulation but I sure make it more diffucult
to handle the object in other applications.

Does anybody has any ideas on how to get around this problem.

Thanks
Roland

Attachments

Capture1.gif

Capture3.gif

it’s a problem with the poles (i think). see this thread…

http://www.zbrushcentral.com/zbc/showthread.php?t=20370&highlight=poles

The two poles for a cube are actually comprised of quads, each with two overlapping points to form a triangle. After exporting the cube from ZBrush, select the Polymesh3D tool and set Tool>Import>Weld to .01 then import your cube. This will weld those points. Now export the cube again and your problems should be solved.

Pete is right. You do not have a cube there. Even in ZBrush I use Auricks trick to make a ‘real’ cube out of it as the Pole’s are ALWAYS resulting in trouble.

Lemo

PS:I use Auricks method of re-importing with the Sphere’s to get rid of the pin hole on the pole’s which is always showing up when I do not need it.

have to post because of a couple stupid words i said in the past and never bothered to correct (yeah that’s a sorry for that, aurick - meant no offense, beer)… and i posted at the same time as aurick or i’d have just left it to him. but aurick’s right too (actually my link points to a very helpful aurick post). what aurick says above allows you to keep poles and get a proper uv. what i pointed to was his way of fixing a cube so it had no poles for box modeling. either way should fix shader’s posted prob but shader you’ll run into others with more complex geo. read/search the forum and you’ll figure it out. if you can’t find your answers post more ?s. guys like aurick know the best way…

Many thanks guys.
I did not know about this. Sure helps.

I was trying to make a workflow on how to
get a model (in this case the simplest possible one)
from ZBrush2 to Torqe Shader Engine (a game engine supporting shaders)
and the first thing that happened was this :slight_smile:

Again, thanks for the info
Roland