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…
Yup +1 for mudbox. Lovely easy to use app. 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…
yes I checked to export the texture maps but the model in zbrush when I try to flatten the uvs with uvmaster plugin it says there is no uv data and that it needs to be uvmapped automatically with the uvtool , but I wanted to have different groups alreadya and only after play around with the uvmaster plugin ....
Sorry but since you just started learning, you might (if you haven't already) take a look at mudbox. 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.
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.
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.