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fearnight2000
Posts: 4
Joined: 29 Jun 2008
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Posted: Sat Aug 23, 2008 10:22 am Post subject: Problem when importing to max |
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Hello.
I have a problem with UVlayout. I create a model in Max, export it as an .obj, create the UVs in UVlayout, save the model and re import it into max.
The problem is that while the uvs may seem ok in max, there are some areas with overlaping polygons. More specifically it is like there are huge blocks of polygons on each other. The strange thing is that there aren't actually overlapping polygons, but the vertices at those points act really weird. When i export the model and import it to zbrush, while the uv check doesn't show any problems, when i create any map, those areas are either black, or completely distorted. This happens only with UVs created via UVlayout. If i recreate the UVs completely in max, everything is OK.
To be honnest i haven't tried to import a model from UVlayout directly to Zbrush to see what happens, but i will and say what happened.
Still, this is a huge problem for me. Anyone may know what causes it?
Thanks. |
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headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
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Posted: Sat Aug 23, 2008 5:29 pm Post subject: |
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Can you zip up and email me a UVL file of your object (i.e. click the "E" button to save a new edit*.uvl file), plus the exported OBJ that you're trying to load into Max, and the OBJ the you originally loaded into UVLayout for flattening. There might be something about your topology that UVLayout isn't handling correctly.
Phil |
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fearnight2000
Posts: 4
Joined: 29 Jun 2008
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Posted: Wed Aug 27, 2008 2:04 pm Post subject: |
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sorry for the late reply.
I've attached an .obj that has the specific problem. I don't know if you are familiar with Zbrush, but I've also included 2 images that show what happens. The "problematic.jpg" show the problem of that map created in Zbrush. The "correct" shows the same model with different Uvs.
The problem has happened to me many times, under different circumstances.
The weird thing is that neither in 3d Max, nor in Zbrush (uv check) no overlaping is shown. Still, when applying a map, there are various areas that have the specific problem. This also occurred when i tried to texture bake a map in max. The resulting map had many huge black squares (like polygons). When i simply changed the mapping in 3ds max, the problem was solved. In the specific example, i simply changed the UVs in Zbrush to adaptive (without changing anything else in the model) and the problem got solved.
In aother model, that also had such problems, when i selected vertices in Max's UV editor, various vertices throughout the entire model were highlighted as their neighboring..something that should not happen.
Hope you find the cause of the problem. |
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headus Site Admin

Posts: 2902
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Location: Perth, Australia
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Posted: Wed Aug 27, 2008 5:47 pm Post subject: |
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That OBJ that you uploaded ... is that before or after UVLayout? The header says its been created by Zbrush.
If I look at the UVs in UVLayout (see image below) it looks almost like panels of UVs have been rotated around somehow, because they don't match up along the seams. I've never heard of UVLayout doing anything like this to a file before.
I reloaded that file with "New" selected, which throws away existing UVs, and reflattened it from scratch. That file is attached.
Phil |
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fearnight2000
Posts: 4
Joined: 29 Jun 2008
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Posted: Sat Aug 30, 2008 9:46 am Post subject: |
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Hi.
Thanks for your reply.
The model i posted came out of 3ds max. More specifically, i created the model in 3ds max, exported it as an .obj, imported it to UV layout, created the Uvs, upadated it, and re imported it to max for skiining etc. I think that in max i scaled and moved the Uv panels a bit. but there was no overlapping. Then i exported the model as an .obj (the one i send you), to further create the maps in Zbrush, where the problem occurred.
Does UV layout work only with quad polygons??...and if so...what happens if a object with non quad polygons is imported?
Thanks again for your reply. |
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headus Site Admin

Posts: 2902
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Posted: Sat Aug 30, 2008 5:59 pm Post subject: |
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Can you upload the OBJ that you originally created in MAX, before editing in UVLayout? I'm thinking there's something in there that's confused my OBJ import routine maybe.
UVLayout handles polys with up to 256 sides ... anything with more sides than that is triangulated.
Phil |
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fearnight2000
Posts: 4
Joined: 29 Jun 2008
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Posted: Sun Aug 31, 2008 12:39 pm Post subject: |
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This is the model i exported from max into UV layout.
But generally the problem is not only specific to this model. It has happened to other models as well. If it happens again I'll send more models. |
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headus Site Admin

Posts: 2902
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Posted: Sun Aug 31, 2008 6:00 pm Post subject: |
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Well, I'm stumped ... I loaded that OBJ, flattened it out very quickly, and did both a Save and an Update ... the resulting files look fine. The Update file is attached so you can check how it goes in your pipeline.
Which version of UVLayout are you using?
Phil |
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