Hey guys,
I'm having some issues with switching/assigning new UVs to my model in Zbrush. I have already sculpted the high poly details and polypainted my model.
- I brought the subtool down to lowest lvl of subdivs, exported and unwrapped new UVs in 3ds max (without modifying the topology or vertex count... Just unwrapped)
- Then I import my newly UVd basemesh into zbrush. Using UV master, I copy and paste my new UVs to the lowest Subdiv of my sculpted model.
- The UVs are updated, but the vertex order seems to have changed or something. When I try to generate a new normal map, certain polys seem to be flipped or rotated and its all "faceted". Also if I try to generate texture from my polypaint, it respects the new UVs but seems to shift certain polys within the UV layout.
I've searched, and tried countless times to fix this but nothing seems to work. Any suggestions or solutions would be much appreciated. If my explanation is unclear, I can try to upload some screenshots later this afternoon.
Thanks
Replies
If you're not using GoZ, you might want to give that a shot as well. The bridge between Max and Zbrush has a habit of disconnecting and flipping individual UV faces, leading to the faceted look.
The GoZ method worked, but it scared me a bit cuz I've never used it and it felt like I'm wasn't in control of the import/export process... lol
Thx for your help cryrid, much appreciated
If importing an obj the other way does anything other than smoothly update the geometry and UVs (instantly and quietly), then its likely that the vertex order has changed. I find this is more likely to occur if there are polygroups or if Tool: Export: Grp is on (which it is by default).