ZBrushCentral

UV's are getting cut after reimport into Maya, why?

Hi

When I reimport a OBJ into maya, I get a problem with the UV’s

First I UV-mapped the char. in Maya, then I export it to OBJ.
Inside Zbrush, I modify the character, and then re-export it to OBJ.

But when I import the modified modell into Maya, I notice that the UV’s that were sewed together earlier, are not sewed anymore.
Is there any setting in Zbrush I should notice?

/Haider

Actually, this would be a Maya setting at work. ZBrush will not change the UV coordinates on your model unless you manually remap it.

It sounds like you also need to press the “mrg” button
in your export options in Zbrush.

That should kep the UV sewn together when you bring it into
Maya.

You could also make sure that grp is not “on” when you export it out of zbrush. It’s in the same menu that the mrg is in the export menu.

skycastle, thank you!
The MRG in TOOLS/Export was the button.

However, what is GRP for? The online help says it exports several parts separated, but, can I work with separate parts in zBrush?

I mean, if I have a face, and a separate eye? Is that possible?

Yes an eye and a face yea thats fine. I work with models that have multiple objects all the time. You can arrange your UVs in maya in such a way that
will get a map per object from Zbrush.Uvtut.jpg

Hi Skycastle

When you say, a map per object, do you mean, that zBrush can export several materials for the several objects?

And about eg. a face and an eye, do I need to “separate” them by separating the UV’s? If yes, how are the objects built inside maya, are they separate there also, or are they combined into one object, but separated in UV-level?

Is it possible to lock sub-objects? Let me give you an example. I have a face and two spheres that are the eye.
I would like to modify the face and I use the eyes as a reference. But I dont want to deform the eyes, just the face.

Is that possible? (Because I thought that zbrush only allows one active mesh at a time)

Yes you can have (**output from Zbrush) a map for each seperate object or several maps
per object. Its all based on how you layout your UVs.

For the head and eye thing you can import an obj file the includes a head
and two seperate eyes. Draw the mesh into the canvas then goto
Tool - Polygroups -Auto Groups . That will give you a group per object.
Then Ctrl+Shift click your head surface ( to hide the eyes ).
Next Ctrl+Shift click drag on the canvas outside the head ( to invert the hidden list ). You should now have just the eyes on screen. Now click Ctrl on the canvas and drag the grey mask over both eyes to mask them.
Then Ctrl+Shift click the canvas to show everything. With the eyes now masked
you can sculpt around on the head without deforming the eyes.

(note: Zbrush can recognise Maya “sets” as well )

It would be great if Pixologic would give the user access to the “groups in tool” array. That way the user could create a GUI for hideing and showing objects. Or even if they could create a GUI :slight_smile:

Dave

YESSSS! :smiley:

Hey Dave, you’re one real guru :wink:

It worked - I really needed this - for a long while, I was wondering why this feature “was missing”. You saved my day.

And I do agree, a GUI for handeling the objects.
Maybe it’s possible to make a script? I dont know how effective zScripts are, but maybe its possible?
Because right now its a bit difficult to have a 100% control.

Kind regards

Dave - thanks a million for the screencap of uv seperation using different tile spaces. That’s the best explination I’ve seen yet ! Always suspected that was what everyone meant by seperating uv coordinates and now I understand fully. Looks like Maya allows you to display multiple UV maps at the same time ? Each of the tiles contains a seperate UV set - LW allows only one UV map selection and display at a time as far as I know so in my case I’d just have to keep track of which map goes in which tile.

Another semi related topic - any luck with generating multiple maps off a single mesh and dealing with the different greyscale value ranges (non floating point map problem) ? I’m assuming the multi displacement map generating plugin treats each uv set as a completely seperate operation and still gives inconsistent values from map to map (even if on a single mesh) ?

I got the uv tiling down and imported and exported back and forth from ZBrush to XSI, but I can’t seem to paint a texutre on the object(s) (within ZBrush)without it using only one tile to paint onto even though it is using the different uv tiles in the object for projection. Basically, all the projections are ending up overlapping on the same texture tile.

That is correct. ZBrush currently allows one texture map per object. The reason that the MultiDisplacement feature is possible is that while you’re sculpting your high resolution geometry those details have no relation at all to the UV mapping. They’re pure geometry in the model rather than something that’s wrapped onto the surface of the object. This is why you can wait until right before calculating your displacement map(s) to do your UV mapping.

Once the MultiDisplacement feature has been used and you have your separate displacement maps, only one of them would be able to be displayed on the model at a time.

Hmm, sounds like a good feature request to put in for the next zbrush version aye?

I created my UVS in 4 different tiles in 0-1 space inside maya, just like the image you posted in this thread. When I import this model into Zbrush and click on UNCheck (under the texture tab), my entire model looks red(indicating overlapp of UVS). However when I click UVgroups , I see that my model has been divided into individual groups correctly. I guess my question is that why is my model showing up all in red when I do UV check ???How to fix this.
thanks a lot.

For the purposes of texturing, normal map creation and standard displacement map creation you can only have one UV region/tile (0,0 to 1,1). All other UV regions are overlaid the first UV region. It is natural that a UV check will show many areas with red.

With the Zplugin > Multi Displacement plugin you can utilise the extra UV regions to create multiple displacement maps. So in other words, ZBrush does register the multiple UV regions but can not currently (ZBbrush 2) utilise them for anything but assigning Polygroups and creating multiple displacement maps .

Of course when you press Tool > Polygroups > UV Groups you can quickly select which part of the geometry, and hence, which UV region you want to work on. So you can work with multiple textures that way, but you will not be able to view them all at once.

I am guessing a future version of ZBrush might use UV regions as a means to paint on multiple textures?

Thanks for your reply. I will be waiting eagerly for the next Zbrush release.

I have an other question. When I exported my model back into MAYA as OBJ, My model was all divided into several individual polygons(ploygon groups). How do I export back my model in one piece???
thanks.

use the export options in the tool menu and turn off groups it should then export as one piece.

hi im new to zbrush and maya too, i have a problem may be its too simple but for days im trying and it making me crazy.
i created a model, i did az topology then make skin then i divide it til 5 level i did some polypainting and everything so i wanted to do uv mapping in maya so i exported it to maya , in maya i got the model obj then i did automatic mapping then i just export it to obj till now no problem except the model is soo huge i dont know if its important or no, anyway i import the obj to zbrush the model exploses or zbrush tells me up of bar results “unable to reconstruct lower sub -div” and if it happen that the model is smaller model and i dont have neither the higher levels and i lose my storemt which i did before and i didnt close zbrush and in maya i just do the automatique mapping, i dont know if its from the config of maya or zbrush export and import or something else pls help:cry:

I use 3ds max. But it’s pretty much the same principle. If you do the unwrapping of the uv’s before you start to work on the high res mesh it works out better. For me anyways. Than importing in the high res mesh then trying to unwrap it.

After almost 20 years, I have some similar problem.
Some cuts appears inside the shape of my UV’s when i export from Z.
I have tried export as obj (mrg on, grp on, just one of them, none of them) and as fbx too.
It’s the same subtool and the same polygroup.
I have not an explanation for this :frowning: