Hello , I am proficent in 3dsmax but I am a newbie in zbrush , so I was exporting a rock from 3dsmax , where I uvmapped all sides and I expected to have the same uvmapping in zbrush , after exporting the texture mapping in the obj but unfortunately I see that the uvmapping in zbrush is totally different and its a unique texture map , like the different maps aren't taken , is there a special procedure to get the same uvmapping of 3dsmax? I was wondering how to .....
Becouse I am trying to make some seamlless textured rocks and so far I couldn't becouse I can'0t fix the seams wich I hoped to fix in the zbrush painting tool ....
http://it.tinypic.com/view.php?pic=sg0dco&s=5
Replies
It doesn't need all these. you just sculpt and paint.
it supports multiple UVs
if you want to exclude\include different uv channels you simply press the cursor key up to enable the one you are hovering over.
You know there is a tutorial on Pixologic.com specifically outlining the workflow between Max and ZBrush. It think its the one about modeling a low poly club
edit
Its the Getting Started with Zbrush Tutorial http://www.pixologic.com/zclassroom/homeroom/
in the index check normal maps for 3dsmax, this deals with an unwrapped shape from max to zb
According to their tutorials, you have to off set your UVs.
http://www.pixologic.com/zclassroom/homeroom/
-Click Getting started with Zbrush.
-Scroll down and click Nomal Maps for 3ds max.