ZBrush/Max UV workflow questions, please


#1

Hi,

New to ZBrush so having an issue or 2 getting models and UVs over to max. Here’s what I’m doing now and the issue - please suggest a better flow if it exists. :slight_smile:

I created a model in Zbrush - it became rather dense due to the level of detail I wanted. It’s a prop for a scene I’m creating in Max. I messed around with UVMaster in ZBrush but am much more comfortable with UVs in Max. So I dropped down to the lowest level and used GOZ to send that base to Max - while in Max I unwrapped and created UVs. I collapsed the mesh to an editable poly. All was good. I used GOZ to send back to ZBrush - added in the higher levels back and then GOZ’ed back to Max. All was still good until I got around to editing the UVs in Photoshop - they are upside down! :0 I know I can flip them in PS but I don’t want to work on them upside down (it’s a head map).

What is a better workflow? How to preserve UV orientation when GOZ’ing back and forth.

Thanks for any suggestions! :slight_smile:


#2

i have not tried it but you could look under the preferences menu>importexport


#3

Hi, thanks!

I see the Eflip settings but they don’t seem to affect the UVs.


#4

i think this is what your looking for
http://www.zbrushcentral.com/showthread.php?181171-UV-Master-Rotate-UV-Islands

if you want to do the hole uv island and dont like using the Transpose line,
try tool>deformation>rotate


#5

ZBrush does flip the UVs - use the “Flip U” or Flip “V” buttons in the Adjust section of the UV Map tool window… see attachment.