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

