Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
Still dont really know what you mean, I've not downloaded the file, post a pic or something, a rapidshare link that has no description as to what it is dosent help at all.
If your UV map's flipped just flip it in PS then open it in Z and apply it.
does anyone actually read the zbrush Wiki on Pixologics site? :headbang:
the answer is a couple of things: first Zbrush and Maya work differently in UV space no matter what. If you go to thetop of your screen in Zbrush to the texture section, just flip the uv in the vertical axis. Thats it. If you create a texture in zb you have to flip it in that axis again so it comes in correctly in Maya.
with regard to your exploding blends, you need to go to the bottom of the tool box list on the right to the export options. and make sure 'grp' is off and 'mrg' is on leave the rest alone and export the obj to maya.
When importing to maya check your obj import options, go to the last section 'File type options' and uncheck the box if its ticked. This is the bastard that will screw your point order causing the mesh to explode in and out of zbrush.
Its always worth reading the wiki on Pixologics site or even zbrush central as you could have found your answer quicker than it would have taken me to type this lot out, its a good job Im patient really...
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