Hey guys, I'm a maya user switching over to max and I'm running into an issue. Are there known problems when export OBJ/FBX files from Max 2013? I never use to run into any problem exporting from Maya, but now I'm having all sorts of issues. Here is one: Exporting OBJ/FBX with 2 UV shells in Max With these settings (or any…
Wait. Where are you starting out with your source model. I would examine that model first, make sure it's whole. When look at the export options from there.
if you are taking it into zbrush and out there is an export option in ZB that is called "Mrg" if this is unchecked it will break apart the uv like you have pictured.
That's good to hear. I've run into issues when importing into Marmoset, where I have to import into Maya first and re-export for Marmoset. I think it's a Marmoset issue though where they don't support Max FBX files? Not sure.
Eric, Thanks for the feedback. I've gone through all the options I can think of. If I import that same obj back into Max I don't have a problem. I apply an Unwrap UVW to it and the UV's appear to be in 2 shells. When I import that same OBJ into zbrush or maya, they are not attached. Also, when I do a render to texture…
This originally started in Maya a while ago. I'm recently returning to it for a customer. Since then, I imported into Max -> zBrush -> back to Max. This is where the trouble started. I think I found the problem though. User error, of course! I brought this into Max to create my UV shells so I could sculpt on the low res…
I have sent many fbx files between max and maya and not had that problem. Try a new mesh in a clean scene as a test? Also, make sure your FBX is up to date. I would use FBX over OBJ.
yeah. zbrush can't handle uvs outside the 0-1 space. fwiw I've found maxs obj and fbx support to be superior to other apps in every case I've tested it ..