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[Zbrush] UV Master UV's dont match up in 3ds Max

polycounter lvl 7
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mrjojo polycounter lvl 7
I unwrapped my model using UVMaster, and then GoZ the model into 3ds max and applied my displacement map exported from Zbrush unto my model in 3ds Max using vray displacement mod. here's the weird thing, the details on mouth area are applied correctly , but details on eye area are somehow applied at the back of the head instead of the eye! I understand this must be a uv mapping problem but I dont know where the underlying problem might be? I checked the uv's in Unwrap modifier and they seem to be fine. I dont know why is this happening...

P.S: Please refer to the attached image for better understanding.


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  • musashidan
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    musashidan high dynamic range
    You need to flip the texture vertically. Zbrush UVs are 'upside down' in relation to every other 3D program.
  • mrjojo
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    mrjojo polycounter lvl 7
    You need to flip the texture vertically. Zbrush UVs are 'upside down' in relation to every other 3D program.
    How do I do that?
  • musashidan
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    musashidan high dynamic range
    There's a button in Zbrush in the texture palette: 'flip V'. Hit it before exporting the texture.

    Or flip the UVs in Max
    Or flip the image in Photoshop.
    Or read the extensive documentation that ships with both programs.
    Or type 'my zbrush uvs are upside down' into a search engine.
    In the long run, figuring these things out yourself is much more beneficial than spoonfeeding.
  • mrjojo
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    mrjojo polycounter lvl 7
    There's a button in Zbrush in the texture palette: 'flip V'. Hit it before exporting the texture.

    Or flip the UVs in Max
    Or flip the image in Photoshop.
    Or read the extensive documentation that ships with both programs.
    Or type 'my zbrush uvs are upside down' into a search engine.
    In the long run, figuring these things out yourself is much more beneficial than spoonfeeding.
    Actually 'flip B' is already activated in Zbrush so I have no idea why is this happening. I also tried UVW xform modifier in 3ds max and set the value for V to -1 but to no avail. 
  • musashidan
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    musashidan high dynamic range
    There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?
  • mrjojo
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    mrjojo polycounter lvl 7
    There is no 'flip B' in the ZB texture palette. It's V, as in vertical. In ZB open the UV Map rollout and hit the 'morph uv' button. Does the result look the same as the uvs in Max unwrap editor?
    sorry typo! ' Flip V' 
    Yes they look the same.


  • mrjojo
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    mrjojo polycounter lvl 7
    Alright I figured it out.
    Turning OFF  'Flip V' fixed the problem.
  • musashidan
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    musashidan high dynamic range
    You didn't say you were using the multi-map exporter. In the texture palette it isn't an on/off button, it's a switch. MME it's an on/off. Well either way, it was your issue.
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