ZBrushCentral

UV Coordinates Issue.

Straight to the problem.
I created a mesh in 3ds max with multiple uv tiles, or “udims”. Like that on first image.

Then I exported the mesh through GOZ to zbrush, subdivided it and so on. After I’m done I wanted to export level 2 subdivision to 3ds max. Exported and applied Unwrap UVW Modifier. What I saw you can see in this second image.

Basically my uv tiles were flipped and moved in negative direction of uv coordinates. The real problem is this affects Multi Map exporter plugins in Zbrush, all of the textures have unexpected names and also flipped.

Funny that when I export mesh from Zbrush through GOZ. UVs are fine. But i guess Multi Map Exporter uses different methods.

My questions are, are there workarounds to this issue?

Attachments

before.jpg

after.jpg

MM exporter has settings for flipping and names. have you looked at those?

What I mean by names:
For example you baking normals with Multi Map exporter(I set UV Tile ID Format in MME to Udim (Like in Mari)). And because of issue I described above names are crazy (e.g. item-NM936) and you don’t know to which udim in Correct uv tile it’s relating.

The main problem is that UV tiles !moved! to negative coordinates and flipped.

i understand that i don’t understand:) hopefully someone who does can help you out.

As far as i know Zbrush does not support multiple UV tiles. Just from 0,0 to 1,1

Zbrush can recognize and use multiple UV tiles created in other programs and it can export the maps through Multi Map Exporter.
I have exported from Zbrush to Maya and it works fine. But I have tried a maximum of 4 tiles. Using the Udim setting I get the correct naming e.g. TM1001, TM1002, TM1003, TM1004. It’s quite clear that these are Texture maps for tiles 1 through 4 horizontally tiled. All I can suggest is to try doing a test with a few tiles and see if that works.

Yeah, I already used 2-4 tiles in past projects. It worked fine also. It’s first time when I use so much tiles. More than 100.
Well, wright now I have only one way - rename and flip all of the textures by hand. Thanks for the replies though. :+1:

Zbrush does support multi UV tiles created in other programs.
May be this could help. http://docs.pixologic.com/user-guide/zbrush-plugins/multi-map-exporter/