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ZBrush: UVs getting split on export

polycounter lvl 6
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goekbenjamin polycounter lvl 6
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

what I expect:


what I get:


GOZ on the other hand works fine.....that is so weird...
i hope somebody can help me with that?

Replies

  • goekbenjamin
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    goekbenjamin polycounter lvl 6
    i also provided the mesh as a zip if someone is intereststed
  • goekbenjamin
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    goekbenjamin polycounter lvl 6
    Got it, there where multiple things one have to check when encounter that problem..

    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.
  • aug
    excuse me with my poor English.
    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.
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