Hey!
I've been trying to model a game asset (a house
) to import into udk.
I modeled a highpoly in Maya, which I wanted to export to Zbrush to bake the maps and retopo it. But when I load the model in Zbrush, there are some weird issues on some parts.. I'm a beginner to 3d stuff, so sorry if it's an easy to solve problem... I hope someone can help me!
On screen 1 is the Maya mesh, on screen 2 what it looks like in Zbrush..
Thanks for your help
Shyralon
Replies
Are they reversed?
I have encountered this problem before. It is a pretty easy fix. Open Maya and turn on the display face normals. Display>Polygons>Face Normals. This will show you the direction the faces are pointing and you will see that the faces not showing up in ZBrush have their faces pointing toward the inside of your model and need to be reversed. To reverse them you can select the individual faces that are not facing outward and then go to Normals> Reverse. Or you can select all the faces of the model and select Normals> Conform which will point all the normals in the same direction (If m the majority of your faces are facing the wrong direction they will all face the wrong way. So just select all of the faces again and select Normals> Reverse. This will point them the right way and they will show up like they should in ZBrush when you export the model.Hope this fixes your problem.
Great forum here