Thx Guys, will try all these. it's nice knowing it's not an isolated
problem.

On 6 December 2014 at 20:31, Nic Sievers <[email protected]> wrote:

> 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
>>>>
>>>>
>>>>
>>>
>>
>

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