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desmondwoot
01-29-2009, 12:04 AM
I'm slightly confused about this process.

I've read that you should export a low subdivision version of the model to Max as an OBJ file for the unwrapping. However, when you import the same OBJ model(after the unwrap) back into Zbrush, wouldn't you lose all the higher subdivisions?

What am I missing here? Am I supposed to just import the UV map back into Zbrush? But that doesn't make sense because the model itself won't have the UV information.

Any help here?

goldenarms
01-29-2009, 02:59 PM
Hey Desmondwoot,

You are correct, all you need to do is export the lowest subdivision level from zbrush, UV in 3ds Max or whatever app you wish and import that back into Zbrush..just make sure not to change the mesh or vert count...also make sure you are at the lowest subdivion level in zbrush when you import the newly uv'd model or you will get an error.
You shouldnt lose any of your higher subdivions. Let me know if you have any other questions.

maxgamer
02-02-2009, 06:34 PM
There is no reason to lose your highest level of subdivision.

You should be able to export you lowest subdivision. Fix it in Max and then re-import it back and subdivide it back up in ZBrush.

Be aware though, Max and ZBrush, using this technique, often results in vertex order changing. This is a known bug with these packages and will result in exploding meshes. In the past I have posted some workarounds that will avoid this problem. We have struggled with this a number of times and using the workaround will fix the problem 95% of the time.

remember to store morpg targets if you plan on using your original max import to change the unwrapping (My prefered method of getting UV's back into ZBrush)

My final suggestion, which allows you to change point count and vertext order is to append a new Subtool of your modified Lowest Subdision and step through your various Subdivision levels and use the Project All button. This is a fantastic technique that will save you alot of time when creating iterations of similar types of characters in a production environment. Every now and then there is a bit of cleanup to do but it will often get you most of the way there.

Here are the steps for my workaround:

step 1 - in zbrush3 - export lowest res as an obj

step 2 - in 3dsmax - import obj file and lay out uv's

step 3 - in 3dsmax - export geometry as obj .

step 4 - in 3dsmax - import the obj you just exported from 3dsmax, back into 3dsmax.

step 5 - in 3dsmax - export from 3dsmax as an obj file. ( you must export the file from 3dsmax 2 times , something to do with vertex orders or something.)

step 6 - zbrush 3 - open file in zbrush and export it AGAIN! as an obj file. ( again something to do with vertex orders.)

step 7 - zbrush 3 - open the hi res model without uv's and go to lowest sub-d level. Store a morph target.

step 7 - zbrush 3 - import obj with uv's, and under the morphtargat sub menu under the tool palette click the button named switch ( Tool > Moprh Target > Switch

You can now go up through the subdivisions without exploding mesh.

Wierd, I know.

This test also included triangles in low mesh.

Also, import/export preferences for ZBrush have all of the flip buttons to off. When exporting from Zbrush make sure that merge is set to on and group is set to off. Use default settings for max import\export.

Hope this helps

MaxGamer

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