1) Sculpted this mesh but didn't like how his arms got in the way of trying to sculpt his sides. So I exported the lowest level as an obj and edited in Maya.
2) Did a few proportional tweaks and raised his arms into a T-pose easier to work with. Time to go back into Zbrush!!
3) Zbrush says: "Yeeeaaaah ... no."
Am I screwed? Do I have to resculpt the higher res-details on this new pose?
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Anyway, you could use transpose to make your edits rather than exporting to Maya, although this doesn't get to the root of the problem above.
Obviously I'm joking.
What were your exact steps for exporting/importing the mesh... it's usually somewhere in those steps that this happens.
normally the vert order thing means the whole model is messed up, not just bits of it
and also in zbrush 4 if the vert order has changed zbrush attemts to fix it automatically ie it reorders the verts
@cheeseontoast - reason I decided not to use transpose was because I find it extremely counter-intuitive. I've played around with it for quite some time now but I still find the results it gives very unpredictable. When exporting the mesh (as obj) however, I did not switch off "grp" and "mrg" instead opting for the default. I also have not tried using GoZ which is something i have to look into. Thanks for bringing it up.
@creationtwentytwo - I took the ztl, lowered it to level 1 detail and clicked export. Didn't mess with any settings. After tweaking the obj in Maya, I loaded up the original ztl, lowered it to level 1 again, and imported the new obj. A warning came up saying "topology has changed, preserve high res details?" and I said "YES". Those are the steps in as much detail off the top of my head. I'm sure there must be some other settings I have to change before exporting, or maybe when re-importing. I'm really not sure :S
Ruz: One thing I am sure of is that the model was not moved when imported into Maya, so my next guess is vertex order might have something to do with it. Problem is the concept of vert order is new to me. Is that another way of saying "mesh flow", like where the 6/5/4/3 star verts are located in relation to each other?
CheeseOnToast - your responses have given me some hope here. What do the "grp" and "mrg" buttons do? Whatever they do, is there a possibility that I can do the same in Maya, now that the obj is already exported from Zbrush (aka too late)?
Basically, vertices are each assigned a number (you can show these numbers in Maya with the custom polygon display options). If these numbers change then the vertex order has changed, causing the problems when you import back into zbrush. Zbrush will *try* to fix any errors, but if you've made a significant pose change for example, it'll usually fail.
Edit: Actually this seems to fix everything.