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View Full Version : Difference between Maya, zBrush and Modo OBJ files?


TechnicallyArtistic
02-19-2008, 01:52 AM
Can anybody tell me why I can export out an OBJ from Maya and it works fine in zBrush, but if I were then to subdivide that model and sculpt it in zBrush, turn the subdivisions back down, export out a low res version of the mesh (same level as when imported) and then open it in Maya, say UV it (really I don't need to do anything but just save the OBJ through Maya) and then reimport that UVed mesh into zBrush, when I then trun the subdivisions back up, the model kinda explodes, as if it were a different model?

Now, if I were to export out an OBJ from zBrush, bring it into Modo, UV it, save the OBJ, reimport it into zBrush and turn back up my subdivisions, it works fine.

Is there a difference between the file formats, or is it because you have to export out an OBJ from maya rather than just save which renumbers the vert numbers or something? Just trying to make some sense of that or find a work around, because while Modo is fine for UV mapping, there are some things where I prefer the work flow from Maya.

Also, I don't have it installed at the moment, but does anybody know if 3D studio Max has the same issue, or if it works as well as Modo apparently does?

r4inm4ker
02-19-2008, 04:50 AM
it's just the vertex order issue.
In Maya import options you need to set "create multiple objects" to false. This way maya will not try to reorder your mesh vertices.

TechnicallyArtistic
02-20-2008, 12:53 PM
Ah. I never thought to look under the import options. Ok. About what I thought, just in a different place. Thanks.

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