Hey everyone,
I'm having some trouble when importing a mesh back into Zbrush. Here is the problem.
I'm exporting my sculpted asset at the lowest subdivision and importing it into 3Ds max to unwrap the object. Once unwrapped I'm exporting the .obj and reimporting it into zbrush. I then receive the error, "Mismatch Points-order in the imported mesh was detected and auto-corrected." When I check the UVs everything looks correct but in reality all the of verts locations have been changed. Basically, Its like the puzzle is still complete but all the individual puzzle pieces have been rotated independently of one another. As seen below. Is there anything I can do to stop this from happening?
Replies
I've seen this happen on a few faces and on every face, like your example. In the case of a few faces, you can just detach them and target weld the verts in the right order, it highlights in blue the sister vert so you can get the order right. But that won't help for that kind of nightmare...
For the jumbled up nightmare, if you have a version of the mesh and UV's before exporting, like a base mesh you created in max before going to zbrush and the meshes are identical in vertex count (vert position can be different), you can use an old plug-in for max called Morphix. It will reorder the verts on the first mesh to match the other then you can save/load the UV's in max.
In zbrush under UV Map, there is a Cycle UV button, which will step through the order of the uvs per face, this will probably fix your problem.
I tend to prefer Ruz method though, edit mesh->edit poly before export, it forces the underlying mesh node in max to be tidier.
Good luck!
@CW I will try your idea tonight and see what happens.
I went back to the old mesh that I had (a hand) and I was able to use the imported mesh from zbrush as a morph target, no problem. But loading the UV's directly from the good layout to the messed up layout didn't work unless I ran it through morphix first.
Such a funky problem.
Hopefully the edit mesh/edit poly trick will fix it the next time we run into it.
I wonder if this has anything to do with the weird shading error I get sometimes with imported meshes from Zbrush, where every face is shaded individually and the only way to fix it is to apply an edit normals modifier... hummm...
from what I've seen, the uv's get shattered and then each UV face gets flipped vertically (presumably using the same logic that means zbrush stores UVs flipped)
if you use the gw obj exporter/importer and ensure the zbrush preset is active for every import/export you do with zbrush this almost never happens.
Knowing this doesn't help once it's broken but you soon learn to be careful.
did you try yet?
I swear it has fixed funky imports here a few times.
wrong, happens to me all the time, with the zbrush preset.
well that sucks, it's been a reliable fix for me. There must be more to it