Hey guys,
As you guys know I pretty much use all my base meshs for creation, and they have already been uv mapped. But I seem to be having a problem with ZBrush exporting them correctly, When I import the ZProjection creates a good looking bump map but when I export the model to my desktop and load up Max and apply the texture to the model the texture doesn't have the proper coordinates. Any ideas?
I export from max to ZBrush via .obj and export out of ZBrush into max via .obj again, I tell it to keep uv coordinates and all that. Usually low poly (4-8k for a person). And the texture looks fine inside of zbrush but when I try max it messes up.
ZBrush UV Problem
- Last Known Hero
- Posts: 807
- Joined: Wed Aug 26, 2009 12:28 am
ZBrush UV Problem
Power3DArt
-Current Project: Fault [Pre-Alpha]
- Last Known Hero
- Posts: 807
- Joined: Wed Aug 26, 2009 12:28 am
Re: ZBrush UV Problem
Found out (in case anyone else runs into this problem) you have to flip the y-coordinates when exporting from ZBrush.
Power3DArt
-Current Project: Fault [Pre-Alpha]
- hallsofvallhalla
- Site Admin
- Posts: 12023
- Joined: Wed Apr 22, 2009 11:29 pm
Re: ZBrush UV Problem
thanks for the tip!
I havent used z-brush in quite a few months so I couldnt answer the question.
I havent used z-brush in quite a few months so I couldnt answer the question.