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fusion
Posts: 6
Joined: 03 Nov 2007
Location: sydney,Australia
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Posted: Wed Nov 07, 2007 1:19 am Post subject: issueswith zbrush 3 |
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hi phil or anyone that can help.
i seem to have a major problem with my uv layout i have done in UVlayout everthing looks fine but when i subdivde the mesh like i have done before ithas all these wierd distortion on one side all stuffed beyond repair but it only happens on one side ( maybe this has to do with the symetry option in uv layout )
so if theres anyone outthere that can help i will be most greatful
thank you
fusion |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Wed Nov 07, 2007 1:51 am Post subject: |
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Sorry, I cant be much help on the ZB side of things. All I can say is that UVLayout shouldn't be messing with the vertex/poly ordering at all. Maybe try the "Update" instead of "Save" when saving the OBJ out from UVLayout ... I have a vague memory that this helped a ZB user a while back.
Phil |
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fusion
Posts: 6
Joined: 03 Nov 2007
Location: sydney,Australia
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Posted: Wed Nov 07, 2007 2:34 am Post subject: |
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thanks phil that help and i have good news i found out the problem beside what u said, i found out that it would be best not to use symetry for some reason thats what makes thing go bad im not sure if its just in my case but to anyone that might have the same prob just try that
peace
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headus Site Admin

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Joined: 24 Mar 2005
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Posted: Wed Nov 07, 2007 2:43 am Post subject: |
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Thanks for the update. I'll have a look at the symmetry tool before the next release and if it really is messing with the poly/vertex ordering, I'll fix it!
Phil |
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twocust
Posts: 77
Joined: 25 Feb 2006
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Posted: Sat Nov 10, 2007 12:49 am Post subject: |
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Haven't run across the symmetry problem (not to say it doesn't exist) ... just
did a quick test to see, and it worked out fine in ZMapper <shrugs>
(image included below)
Oh, and 'update' is definitely the solution to exploding-mesh-syndrome (I was
the user who tried to use 'save' and came cryin' to Phil about the vertex order
)
cheers.
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fusion
Posts: 6
Joined: 03 Nov 2007
Location: sydney,Australia
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Posted: Wed Nov 14, 2007 4:10 am Post subject: |
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ah cool
maybe it was just me then hehe
ill post my image when im done i have to get ready for uni last 3 weeks
cheers
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ppeluse
Posts: 4
Joined: 24 Sep 2007
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Posted: Fri Nov 16, 2007 1:31 am Post subject: Poly Re-Ordering |
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feeeew, my mesh is ok.
I was getting puzzled trying to figure out if it was zbrush or maya that was re-ordering my point configuration in my uv'ing process. Now i know for sure it's uv layout. I didn't think uv layout could rearrange my point order.
On import, UVL wanted to clean my mesh. If i choose not to clean, i cannot edit.
So somewhere in this process from cleaning and saving, my poly vertices get re-ordered and i end up with an exploding mesh back in zbrush. Yeah, zbrush doesn't like to play games, it needs the exact point order to maintain a meshes integrity.
Well, thanks to the people in this forum i have now learned to use UPDATE when saving my .obj instead of using the SAVE option at export. |
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headus Site Admin

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Posted: Fri Nov 16, 2007 1:43 am Post subject: |
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"On import, UVL wanted to clean my mesh. "
Oh, yeah, sorry ... that is the one time when the point ordering might be messed with. The clean fixes up non-manifold edges (i.e. where more that 2 polys share an edge), so it does that by inserting new points into the geometry.
Phil |
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ppeluse
Posts: 4
Joined: 24 Sep 2007
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Posted: Fri Nov 16, 2007 1:59 am Post subject: |
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saving files as temps (.uvl) is an alternative for saving files. It WILL allow you to save, exit, then open and still UPDATE the original .obj. this will avoid any change in the point configuration. |
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headus Site Admin

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Posted: Fri Nov 16, 2007 2:08 am Post subject: |
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Correct. And at some point I hope to make Update the default Save option as well; the original OBJ will be stored inside the UVL, so you wont have to find and select that each time you want to export the OBJ.
Oh, and I just thought I'd add that UVL files shouldn't just be considered as temporary saves. They hold a lot of additional information, such as local scaling weight values, which points are pinned, the symmetry find information. If you're working on a complex object, you'll want to keep a UVL copy of the mesh in case you need to tweak some of the UVs.
Phil |
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