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Zbrush base mesh import problems from Max2009 | Locked | |
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May 14 2009 Anchor | ||
Hey, I have been having some issues from taking a Retopo-ed mesh out from ZBrush, creating the UVs in 3DS 2k9, and then re-importing the base mesh in order to project normals and displacement mapping. I have been successfully able to re-import the base mesh, but when I move up a Subdivision level, the model explodes. I have tried numerous methods that have worked for others. namely: All have not worked for me yet. Does anyone have a good workflow to go between Zbrush and Max 2k9? |
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May 14 2009 Anchor | ||
I've been there. There's two (working) solutions that I've used, I'm going to detail the better of the two. - Import your new .obj (exported from max with the new UVs) into Zbrush by itself, do not re-introduce it into the subdivision history (of the original mesh). This will map the old geometry onto your new mesh and work with your new UVs. You will have a completely new subdivision history. If you had polypainting that you want to save from the old model, at this point, you can select the ZProject brush (turn off ZAdd, set RBG or MRGB to 100) and simply give the new tool a once over while the subtool is still selected. Hope this helps. |
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May 14 2009 Anchor | ||
Dude, you, sir, are a gentleman and a scholar. I never even though about using Sub Tools. Works like a charm. -- ..::Texture Arist :: Promotional Artist ::.. |
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May 14 2009 Anchor | ||
Good job; welcome to Moddb, Greg. |
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May 14 2009 Anchor | ||
I'm glad it worked for you - I know the feeling when you drop your new base mesh in, and watch it literally explode. Thanks for the welcome ngs616. |
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