For the UV's make sure in Zbrush in the Export options in the Tool Panel you have 'Txr' turned on. It won't export UV's with that turned off. Also I normally have 'Mrg' on too or the UV's will be separated
On Sat, Dec 6, 2014 at 10:35 AM, Orlando Esponda <[email protected]> wrote: > Are you sure is the vertex order that is changing? or just the samples > order? > > Andy's description and solution seems to be the best one. I would try to > export from softimage as obj and import again to softimage. The export this > new mesh and replace the base mesh in Zbrush. > > If this is too much, maybe you could try to fix the UVs manually > http://vimeo.com/67783125 > > > On Sat, Dec 6, 2014 at 10:35 AM, Sebastien Sterling < > [email protected]> wrote: > >> Might it be a problem with the app link ? >> >> i notice it to happen with layers as well. >> >> On 6 December 2014 at 14:41, Andy Goehler <[email protected]> >> wrote: >> >>> I’ve noticed this behavior post Softimage 2010 releases. Where with the >>> OBJ exports the vertex order is not preserved. It caused us many headaches >>> and countless numbers of redoing UVs. Like you I have nothing reproduce >>> able, however your chances of the bug increases when you mirrored the mesh >>> before. It’s odd — I’ve advised my team to export to .OBJ and reimport >>> before rigging and UVing. It’s a Softimage bug, not ZBrush. >>> >>> Nowadays, I just import both meshes into Houdini and use the Match >>> topology SOP. Bingo. >>> >>> Andy >>> >>> >>> On Dec 06, 2014, at 11:28, Sebastien Sterling < >>> [email protected]> wrote: >>> >>> Ive noticed now a couple of times when sending a mesh back into >>> sofrimage, that >>> >>> the uv's get erased or that the vertex order, or ID is different, often >>> this seems to >>> >>> happen regardless of what degree of manipulation i want to effect. I >>> can't seem to >>> >>> find a reocuring reproducible source for this, with the possible >>> exception of dividing >>> >>> the mesh, adding a sub div level, something you can do in mudbox without >>> any issues. >>> >>> *Is there some guard, some box I can tick to tell zBrush to preserve >>> vertex order ? or at the very least will prompt me if a perticular >>> manipulation is going to break it ?* >>> >>> >>> Many thanks and a good weekend to you ! >>> >>> - Seb >>> >>> >>> >> >

