I'm having the same tired old problem I used to have, both with Mud and Zbrush. I'm trying to export a level 0 model from Mud to rig it and pose it in Maya, but when I export the posed obj from maya and try to import as layer in mud, there's always a vertex mismatch. It's Maya's fucking stupid obj import that screws up the…
when importing obj in maya , open the options window for "import", and turn off "create multiple objects" , i guess this should solve it but not sure :D
i never had vertex mismatch between maya and mudbox. as mentioned above u need to turn off "create multiple objects" option and "groups" off in export options and obviously dont modify topology. i done this several times without any issues. also export/import one object at a time from mudbox. btw, if your model is…
CheeseOnToast: I was thinking of your problem and I believe I may have a solution, but it requires a lot of work. 1. export high poly from mudbox or zbrush to maya 2. create a low poly base mesh with uv's 3. bake a displacement map in maya 4. import low poly into mudbox 5. subdivide enough times so that the mesh can hold…
From what I understand Maya and Mudbox do not keep the same vertex id order. The video link below explains it in better detail. The solution to import a obj as a layer back into Mudbox is to use the UV option instead of the vertex. http://www.pixelcg.com/blog/?p=314
Thanks Brad. I discovered last night that Maya and Zbrush can speak to each other nicely without screwing up the mesh, so I'm mucking around with reconstruct SubD in Zbrush to recover my low level divisions. It's a bit fiddly in places, and I'm re-learning Zbrush as I go (not used it much since ZB2). Gets the job done…