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UV broken when import back to maya...

Hi Guys/Gals

I have an issue with zbrush. Every time that i take a mesh with UVs to Zbrush and then bring it back to maya, all the UVs are broken, like if every polygon were a UV shell…
Like this…

-How can i take meshes from maya to zbrush and back to maya with out affecting the UVs?

THANKS :slight_smile:

thats always been an issue

ALWAYS!!!

some say the magical MRG button under the export options in the tool pallet within zbrush will MRG uv points on export.

I find it does a nifty job of turning my lights out in my bathroom.:idea:

Zbrush hates UVs that are laid out in the correct manner do to its jealous nature, that the program itself can only produce the horrid AUV tile.

(of course we will see the AUV fan any second waving the white flag and saying how cool AUV really is) :o

After years and years of just dealing with this problem I would also love to know why;)

thanks Jason.

Do you think it would be convenient to select all the edges and marge them in maya…to have a single UV shell again?..i try to do this but the resulting rendered image turn out a bit diferent

I am with Jason for this types of matter as I have spent too much time to strrugle through recent problem… Anyway let’s keep trying… :slight_smile:
I guess it is quite common question you will be asked (or maybe you’ve already tried, but…) Was “Create multiple object” set to false (in other words, ‘turned off’) when you import the mesh?

yes, it was turn off…

Yep i seem to have this problem to (like many others)
its not really a solution but instead of merging the edges i murge the uv´s

if i dont murge them back i find it harder to make a nice light or AO-map.
( to much black in side)

anyway if soe one know a better solution please let us know. :smiley: :smiley:

try the Merge UVs in the polygon menu

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