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Old 12-01-2008, 09:13 AM   #1 (permalink)
Game Art Student
Toke1985's User Activity: 2/10
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UV's from maya mess up in zbrush

hello GA

I am working on this knife here and i am trying to optimise the UV's with having more opbject on one. So i start unwrapping in headus UVlayout and then take them to maya so i can make all my objects fit on one UV map.
My problem is that when i use headusUvlayout UV's in zbrush the map gets perfact but when i have importet the Uv's to maya first and moved them around they mess up when i try to make the normal maps???

any answers anybody

1 picture is with the uv's from headus UVlayout.
2 picture is after i moved the uv's in maya to optimise it.
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File Type: jpg post2.jpg (78.6 KB, 31 views)
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Old 12-01-2008, 08:32 PM   #2 (permalink)
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From what I know about zbrush and maya, I'd say the uv's are getting flipped (vertically). Whenever you do anything in zmapper, make sure you flip the image vertically.
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Old 12-02-2008, 02:59 AM   #3 (permalink)
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Thanks for the answer!!
But for what i can see on the map, after it is generatet it is not the flipped Uv's because it is all mess up just a bunch of BIP BIP....

so if anybody else has and idea im open..
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Old 12-02-2008, 04:08 AM   #4 (permalink)
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It could be that the Maya OBJ import or export is messing up the vertex ordering. Check the various options in the import/export dialogs ... turning one of them on or off might help. Sorry I can be more specific, but I'm remember back a few years when I had a similar problem.
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Old 12-02-2008, 04:43 AM   #5 (permalink)
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okay i try to look into that! see if i find anything!!
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Old 12-02-2008, 08:59 AM   #6 (permalink)
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workspeare you i idea dosent seem to work sadly. but it found out that is it maya's that mess up the uv's because i can not do normal maps in maya either makes the same mess.

im using Maya 2009 but tried to save the OBJ in 2008sp1 don't know if it has anything to say?
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Old 12-02-2008, 10:32 AM   #7 (permalink)
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when you exported the .obj did you make sure to turn off all of the options?... hahaha, sorry workspeare, I guess I am guilty of rushing through...

Toke1985, try to re-export the base mesh and turn off all of the import/exports that workspeare was talking about... I am not sure if you'll have to sculpt it again or not in zbrush... My best advice would be to re export it with all the stuff turned off, do some quick sculpting in zbrush just so that it is noticeable... and then apply the normal in maya again.

Last edited by RVMS; 12-02-2008 at 10:37 AM.
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Old 12-03-2008, 04:54 AM   #8 (permalink)
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thx RVMS for the answer but that did not help either.
but i found out that i just needed to reproject all the detail over to the maya meshes insted then i could get it to work and found a way to project my poly paint over to i i could use all my zbrush data.
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