ZBrushCentral

UV's messed up and polypaint seams after importing

Hi guys, I’ve tried to search around but didn’t find a similar problem, so there it goes…

I modelled this skull with my usual workflow, base mesh in max and then sculpting in ZB. No problems so far, but when I exported the mesh to do the UVs, and then reimported, although everything seemed to be OK, I got these strange seams when “New texture from polypaint”.
[craneum_17.jpg

Attachments

uvs_broken.jpg

uvs_broken2.jpg

I guess it has to do with the “Mismatch in points order detected” message, but, as it reads “corrected” I thought it wouldn’t cause any problem… Is there any form to deactivate this correction to detect when the vertices are wrong or right?

I was just about to post this question when I saw your post … same damn thing going on here … only it is maya that am using . I laid out my uv’s in maya went to zbrush … sculpt all the details … export the displacement map and the base mesh … in maya when I check the uvs for the zbrush base mesh they seem fine but when you wanna select them they are shattered into pieces :open_mouth:
really hope somebody tell us a way around this !
peace

Still searching for a solution here… I’ve tried a lot of export/import combinations, iFlip on and off, etc…

The only “workaround” which has worked, if it can be so called, is to import the skull with the right UVs as a different ztool, append it, and then in EACH subd level do Project All… I know I’ll be losing some detail, and of course all my 3D Layers, but at least UVs are OK and therefore can I export the texture…

Haven’t found anything better yet…

I know this ain’t much of a help, but im having the same problem… And it’s really annoying… If any1 find a workaround or a solution, i would be happy aswell :smiley:

My old workaround, (in 3.1) was to use uvlayout for the uvs… Since it was a external program, and didn’t mess up the vertex number… but afaik 3.5 should have fixed those issues… But it dosn’t seem so…

Yeah, have also tried it. It was actually Unfold3D, but no luck…

yeah, same problem happened to me today :frowning:
Try to export as a poly or a mesh, merging points, etc. but nothing helped…

Happens to me too, seems this is a common problem

Hey guys, This happened to me yesterday, and I stumbled upon this thread. I found out that if you are using 3DS Max your obj exporter might be causing the problem.

Go to this page and upgrade your obj exporter from wavefront to gwObj.
http://www.guruware.at/main/

I hope this helps.

Problem is what CowboyBunny points out here
http://www.zbrushcentral.com/showthread.php?t=79050

And the logical solution for that is what can be read here:

http://www.zbrushcentral.com/showthread.php?t=79962

Credits to CowboyBunny

Don’t work for me and for the gwObj exporter solution, it’s not a solution because it is already the default exporter in Max 2010.

supporting this case I also have to point out that the problem does NOT only occur if a third software package is in the loop.
it happens to me all the time when going bnack between max( 2009 as well as 2010) and Zbrush.

the workaround I found is: convert the freshly imported Zbrush obj to an editable poly and then back to editable mesh, OR if you imported it as an editable poly (Max2010), then convert it to an editable mesh and back again to an editable poly.
either way converting it 2 times before exporting back to Zbrush again does for some weird reason solve the problem.
hope that helps for now.

I’m having the same problem. I’m exporting one of the subdivisions and importing it right after, and it’s messing up the uvs :confused: Any ideas?

I had the problem for awhile now and I found out thet if you import to Max drom ZB leave it as an editable mesh. Do you UV corrections then collapse back to Editable Mesh. For some reason ZB does not like importing an Editable Poly into an existing subtool. Works for me.

forgot to proof read.

I had the problem for awhile now and I found out that if you import to Max from ZB leave it as an editable mesh. Do your UV corrections then collapse back to Editable Mesh. For some reason ZB does not like importing an Editable Poly into an existing subtool. Works for me.