Quite a noob user here so it may be something simple but I'm exporting a door from my 3D App to Zbrush and the geometry appears to be inverted. Nothing to do with normals, the actual geometry.
So instead of } am getting {
Any ideas what setting could fix this?
Replies
btw, what is your 3d App?
Look in the Preferences palette, for ImportExport, and you'll see a lot of options like "IFlipY" "ISwitchYZ" etc. See if changing them fixes it.
Also make sure you don't have negative transforms (eg scale of -1.0 in Maya or -100 in Max) on the object that you're exporting. Do Freeze Transforms or Reset XForm before exporting.
ummmmmmmmm........ :poly132:.... what?
switch culling on in max and see what happens, my guess is it will look just like the model you imported into zb.... in which case, you have reversed normals... so add a normal modifier, reverse(flip)(which happens when the modifier is added), collapse, reset xform, and export again....
do not try to fix this noise in zb... you can, but it's all up to you... if you do fix in zb, you HAVE to do it before you ever start doing any sculpting whatsoever.... make sure you have Tool>Display>double sided deselected, and select flip, then you can start sculpting.... if you have double sided on, it may look like you fixed it, but you really didn't... and if you start sculpting on the "assumed" fixed model, you will be seeing some bad stuff when you use the inflate brush for instance, and then, you'll be in such a high sub-d level that you're pretty well screwed... there's multiple ways to try to fix that scenario, but most of them end in explosions
These are my obj settings, tried changing one or two of the prefs but still no luck.
turn off optimization for the verts, normals, and uvs in that bottom row too.
now that i look at your image of your settings, that may have been the issue, you have normals turned off in your export...
I'm guessing from your "it has no normals" that you are mixing up normals and UVs. The object might not have UVs but it has normals, because all 3d objects do- cos that's what tells the faces which way they are pointing
Try te above and see how you get on!
~P~
Thanks for all the support, much appreciated.
If "Flip" in ZBrush fixes it, then it's everything to do with normals.
~P~