ZBrushCentral

zbrush to maya to many faces

Hi,

short question, i import a mesh from maya(obj) to zbrush.
(Mesh contains quads and tris)
After that, i export this mesh from zbrush as obj without any changes.
Next, i reimport this in maya.

If i compare the original mesh from maya with the exported mesh, so i get more faces and edges on the imported zbrush mesh…everyone know whats happen?

sorry for my bad english, i hope you understand what i want to say :wink:

and thx for every help

ok, i found the main problem. there is a 5poly in the mesh. i think zbrush will triangulate this 5poly…is there a that zbrush can read meshes with 5polys without change the geometry?

Hey Noise, you never want to have more than 4 sided polygons. So split the 5 sided poly to make one quad and one tri.

Good luck. :slight_smile:

zbrush will always convert your mesh into all 4 or 3 sided polys
so you can’t have ngons in your mesh or they wont import/export right

I am an XSI and MAX user, but I believe Maya has a function to check for Ngons.

The way to check for bad topology in Maya is Mesh>Cleanup. There are some options. I have, Select Matching Polygons, Apply to selected objects, Keep construction history, and Faces with more than 4 sides checked in the option box.:smiley:

Hi, thx for your help.
It has been the main problem that the model already includes blendshapes.
So i can´t copy the uv´s from the zbrush mesh to the maya mesh.
But you´ve right, it´s better to have a clean 3/4poly mesh.