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#1 |
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UVW From Max Creates Holes In Zbrush
Hey guys, I'm sure this is a pretty simple procedure here, but seeing as I'm self-educated in all things 3d I'm kind of stumped as to what I'm required to fix this latest problem. I model in Max then export to zbrush, usually mutilating my UV's and I end up just screwing around and never getting anything done. I've started working on a headless horseman project, and now when I import the horsemans head into zbrush and subdivide, it leaves gaping holes at the seams of my UV's. Pics attached. Can someone help me out?
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#2 |
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Reputation beyond repute
Join Date: Feb 2005
Location: Chicago
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I think I know what your problem is. Just keep in mind I dont use zbrush, so I could be wrong. In Either case, what i'm about to tell you has happened to a few other people on this forum, and if I remeber right, this solution should fix your problem. You won't know for sure though till you try it out. Shouldn't be too hard either, or take to long to do. I use mudbox instead, it's great. i'm not a pro at it, but it gets the job done.
move the chunks away from the boarder of the uvw unwrap sqaure. |
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#3 |
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Hey Big Toe thanks for your help! Although it didn't work, I thank you for your assistance, I have no idea if it's my seams or what because no matter how I resize and reorder my UV's, same outcome. Gaping holes along my UV seams. Am I just SOL? I do not know the first thing about bump mapping with photoshop so I figured I could just sculpt some detail and then map it with zmapper but this usually never works for me. Thanks anyways!
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#4 |
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Reputation beyond repute
Join Date: Feb 2005
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if its still giving you holes, then it sounds like it may be a mesh problem. In edit poly mode, under the vert option, select all verts, then open the weld option window. Increase the weld range value. There is a before weld and after weld vert count. If you see the after changing as you increase the value, then you had holes in your mesh.
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#5 |
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Hey Toe, I did what you said, but I just went around checking for unwelded verts and got everything back to normal. I take it into mudbox and it works fine but I really don't get along in mudbox as well as I do with zbrush. Here's how it looks now with all verts set and everything working nice.
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#6 |
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Hey big toe, actually it isn't quite fixed, what my last image was intended to show was that I can't edit the actual outer surface of the head, it just shows the extrusion for the mouth, nose and eyes. But in the object explorer, it displays as it should be, what did I do?
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#7 |
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conscientious objector
Join Date: Sep 2007
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it's inside out, you just need to flip the polys - the button is in the display properties rollout thingy under tool
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#8 |
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Reputation beyond repute
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yeah, thats it.
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#9 | |
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Quote:
aside from that the head works wonderfully in zbrush now, thanks a million for the assistance! |
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#10 |
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neom
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oh gosh, lol, i had this problem last night. i built the basic mesh in Max, imported it to zbrush, and then i can see through the head. so flipping the polys helped but then the rest of the body becomes see through. i took a guess and hit the "double" button and everything worked out alright.
![]() i noticed in max that the head and the body had become separate elements somehow. i tried piecing them back together but that turned out to be a different problem. i could weld some of the vertices back together but others wouldn't so still separate elements. ![]() thanks though, this thread actually helped. and now i've noticed that x symmetry doesn't work because the axis is somewhere off to the right of the hand. is there a way to reset the symmetry, or is that something i missed in exporting it out of 3DsMax. Last edited by emoxic; 26-02-2011 at 01:13 AM.. Reason: additional problem appears. |
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#11 |
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conscientious objector
Join Date: Sep 2007
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the head and body won't weld because one of them has flipped normals
turn on backface culling in object properties reset Xforms if any of it is still flipped - flip it back you'll be able to weld then Centre the pivot before exporting to zbrush - it's also a good idea to centre the object with the world before export cos it'll save you trouble later. . |
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#12 |
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neom
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thanks! i eventually just started a new mesh which was much simpler and worked great, but good to know in case it happens again (it will probably)
i have also learned how to re sym objects in zbrush, (deformation unify, and smart resym. then in the preview menu: restore) but how would do do this in Max? i have set the xyz coordinates to 0, but sometimes this doesn't work since the mesh is still off. |
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| Tags |
| max, problem, uvw, zbrush |
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