Zbrush to 3Dsmax - Texture Map Coordinates screwed

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  02 February 2006
Zbrush to 3Dsmax - Texture Map Coordinates screwed


I've made an model on Zbrush, and then painted some RGB colours over the texture. Then Ive clicked on Unified Skin (under tools pallete). After all that ive exported the model as an obj to max, and the texture as a .bmp. I happens that the coordinates on max are all wrong, why?!

What is the correct workflow in Zbrush->Max?
  02 February 2006
Hi, you have to flip the texture in V direction.

  02 February 2006
Originally Posted by Beanmaster: Hi, you have to flip the texture in V direction.

Thanks dude! That did the trick. But now I have another problem: The texture has seems in 3Dsmax, what could it be?

Last edited by WhiteShadow : 02 February 2006 at 06:12 PM.
  02 February 2006
The default HEIDI graphics software driver doesn't like imported maps larger than 512 x 512. To fix this go to the CUSTOMISE > PREFERANCES menu in Max, click on the CONFIGURE DRIVER. Click MATCH BITMAP SIZE AS CLOSELY AS POSSIBLE.
Once your've done this you wont have to do it again for any more ZB models! You might have to reapply the bitmap from the material editor one more time.
  02 February 2006
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