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Zbrush 3.0= UVs getting flipped upside down.....grrrr

polycounter lvl 19
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Chunkey polycounter lvl 19
As the topic explains, the uv map for the object I have imported from a OBJ from max 9 has decided that it want's to be an Australian so when I apply the texture I've done for it in order to start detailing, it's looking pants heh.

I've tried individually and cumulatively: reset xform, creating a new object, attaching the offending mesh and then nobbing off the unneeded geo, scratched my nose and picked my bum and twirled like a fairy on acid... and still it does it...

Also, texture is a psd file@ 512x1024.

Before being exported for Zbrush:
howitshouldlooknf7.th.jpg

When in Zbrush and texture is applied:
notgoodvi4.th.jpg

options on OBJ export dialogue from max:

group by: object
neither of the 2 tickboxes immediately below are ticked

Rotate model - yes
Face= quads
3 tickboxes below this are ticked

vertex scale= 1
# of digits= 6
neither of the below tick boxes selected

Thanks in advance for any help given :)

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