Hi! I have several meshes with subdivisions and morph target and when I try to create displacement maps everything goes without any problems, but when I press to create normal, cavity or ambient occlusion maps this window "THE TOPOLOGY OF THE MESH HAS CHANGED" appears. After pressing “yes” maps files sometimes are created, sometimes not. After “no”-they don’t. From time to time after the command to create maps mesh changes name to “output” and loses its subdivs. I didn’t change topology, only replaced target mesh with same from Max but with a little bit different shape, it seems to work fine (because displacement is exported). Please help to solve this problem, I’ve got no idea why this is happening. Just started modeling not so long ago, so sorry if this is an obvious point. Also added an image with settings (used default for AO and Cavity).
Replies
A: delete your morph target and see if it exports right. Or
B: turn on "switch MT" in the options and see it that works.
If those don't work, similar to what Ruz suggested: is the point count the same when you switch between apps? Are you modifying the topology in max at all (adding modifiers and collapsing)?
I've noticed in some rare occasions even if i don't do anything to a mesh in max and re-import that into zbrush, the point count will still change (Probably from having dirty topology to begin with)
I was going to suggest to just try the multi map exporter on your original sculpt (without editing the mesh externally) just as a test to see if that works correctly, and if so, then you'll know it's some kind of issue with transferring the mesh back and forth between apps.
Doubly strange regarding your workaround (I'm assuming you mean splitting your mesh into separate subtools) since I'm able to bake a mesh with multiple udims in one go without issue. (which leads me to believe that your UVs could also be an issue)
At any rate, at least you got your maps exported out
Anyway, thanks for the help!
I still use obj exporter and have never had a problem with re importing changes from Blender. (maya was fine for me too)
I used to do a trick in max where I added an edit poly, then collapsed back to Editable poly, which seems to work sometimes