When you exported the OBJ from Max, did you check the "Texture Coordinates" box? It sounds like it exported without the UVs. If the OBJ has them, ZBrush should use them, but it'll flip them vertically. You can flip them back under the UV Map rollout in the Tool menu.
how do i have to export my cannon to zbrush i know that it is a obj file but do i have to play with the obj options to get a good mesh in zbrush. I tried before but somehow i cant make the mesh less geometry to effectivly sculpt a wooden texture/metal.
About your smoothing
groups issue: I guess you
exported to fbx or obj or similar format – it’s probably botched some of the smoothing
groups. Try changing settings in the export menu. For FBX and Obj, for example,
I usually need to uncheck smoothing groups export so that they export correctly
(paradoxically… =) ).
obj export is probably the culprit - each face will be detached and flipped vertically about it's centre. sad to say there's not much hope for you but to re-unwrap and hope it doesn't happen again. does Maya's obj export have settings? if so, copy what the max gw:obj exporter settings are for the zbrush export
Hard-surface; Model high poly. Duplicate, subdivide or freeze, pull out loops and touch up mesh to get low poly. Unwrap low. Export both to FBX (you'll have to Geometry > Freeze high poly mesh first).* Bake in xNormal (synced to engine).* Import FBX to game engine.* *If it's a tiling texture, I'll just bake straight up in…
Just starting using 601 coming from 401. I had a script that I used that allowed you to get a export menu for a selected item and export as a obj which seems not to work in this new version. Does anyone know if any obj exporters out here allow you to export a selected item and not the whole scene?
If you're getting no UVs from OBJ format, it suggests that some polygons have no UV coordinates. With OBJ, UVs are all or nothing. That might explain the strange UVs you've got there via FBX. There is an issue with FBX UVs that I've bugged and should be fixed in SP3... but it results in too many UV splits, rather than too…
Hey alec. So here's the deal. I have a mesh that i baked the tangent normals in maya 2012. The normal map and the original obj work great in marmo. I then went and posed the obj and re-exported. Made sure to turn unweighted normals on, but i'm getting strange lil internal shading errors. like:
try it with a mesh instead of a poly. Never tried this but I am not sure if the copy selected edges is supposed to be covered. After all the way I understand it so far only a OBJ is passed to the application. And OBJ can't save selection sets. Just select the edges in Roadkill and unwrap it there, export it back and import…
Once you find a good backup, I would clear out the file, first thing. Export the mesh to an OBJ. Restart Max. Import the OBJ. Sometimes Max stores junk data in the Max file. Clearing it out like this is a good idea, when you run into trouble. Maya does this too. :(