Why are my uvs are splitted up in maya when I export a mesh from zbrush?
Never had this issue before, it is driving me nuts!!!
Tools - Export - "TXR"/"GRP" are ON
OBJ AND FBX are not working
GOZ on the other hand works fine.....that is so weird...
i hope somebody can help me with that?
Replies
i write that down for others because i could not find an answer for thatand after alot of trial ans error i share my new "knowledge" :-D
I hope this will help somebody too!
Problem 1: UVs get destroyed directly after import into zbrush ( from maya)
Answer:
check if the mesh does have not more than one "uv set", also check that the mesh does not have nonmanifold uvs.
Problem 2: when export a mesh which has multiple uvs stacked over each other (like hairs or eyelashes uvs) zbrush will cut the uv in separete tiny uvshells.
Answer: inport the mesh into another 3d program and sew all uvs togheter, the uv border will stay intact but the inner edges will be sew togheter again.
I had the same problem. The result of the problem is the same, but I'm not sure if the reasons too
but here is my solution. i hope it can help.
It's very simple,
When exporting mesh,
turn on Mrg(merge UVs when exporting mesh)
turn off Grp(Export polygroups with mesh)
in the mesh export option
Actually, I don't know which one between mrg or grp affects to this. I haven't checked
If anyone knows, please leave a comment.