Hello,
So this is what i did
1) imported my model with UVs from 3DsMax and used the polypaint tool to colour it.
2) changed the UVs a bit in 3DsMax and re-imported the object. The stuff I'd colourized remained unchanged and i checked in the UV map section that the UVs had been changed to the new ones.
3) I went to create a new texture > clicked "new texuture from polypaint" and I noticed that there are now big black lines ruining my nice texutre.
I've been able to re-import new UVs to objects I've already painted with no issue. I've just got a couple of items that don't really want to play ball.
Any idea what I've done wrong to get this?
cheers for any help you can give me!
Replies
That'll do it.
Zbrush and Max seem to speak two different languages when it comes to UVs. The end result is always every uv face getting detached and flipped.
Did you use GoZ to update the UVs? If not, give that a spin.
So i googled GoZ and I'm not too sure it would be appropriate - Firstly I only have 3DsMax 2010 and it doesn't look like this tool is compatable (as far as i can tell anyway).
As I previously mentioned - I could get the "texture map to polypaint" tool to work correctly for some objects but not others.
But I will check the UVs and normals of my original model and try again.
It's an alternate way to import and update models and uvs. Rarely inappropriate.