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If you are beginning with a mesh that was initially modeled in another application, import it as an OBJ file by using the Import button under the Tool menu. Sculpting in ZBrush Let s begin by opening your Ztool in ZBrush. When you see the following menu, use the options in the illustration Figure 5.
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If you are using early versions of 3ds Max, you may need to download and install a free OBJ exporter plug-in. Click Export Selection and save the model. To export go to the File>Export selection option box and select the OBJ option from the drop down menu. The Poly object is the best choice for compatibility between 3ds Max and Zbrush Exporting from 3ds Max With the UVs and the topology ready you can now export the mesh from 3ds Max. When collapsing the stack choose Editable Poly. This is a clean up measure that will ensure that the geometry transfers cleanly into ZBrush. 5ħ Once you have fixed overlapping faces and welded the verts, you should apply a Reset Xform and collapse the stack. This will generate a single map in ZBrush that applies to the entire mesh. The UV shells are all in the dark blue square, the 0 to 1 range. (Generally, this means that you can move points in the level one OBJ, but cannot add or remove points or edges, otherwise change the geometry of the model.) More information on vertex order can be found below. You can import your OBJ at level one with any UV layout as long as the vertex order of the mesh remains unchanged.
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Again, remember you are never locked into a UV set with ZBrush if you are just sculpting. When performing an inspection like this in ZBrush, make sure to rotate your model to view all surfaces. Clicking this button will highlight in red on your model any overlapping UVs so you know where to look for errors back in 3ds Max. ZBrush also offers a tool to check for overlapping UVs under the tools palette, Tools:Texture:UV Check. This leaves you free to model in ZBrush then lay out UVs later or change your UV layout without losing all the work you applied to your model. Overlapping UVs in the 3ds Max UV Editor Window It is important to note that unless you are painting color maps ZBrush is not concerned with UV coordinates until you extract the displacement map. 6 EXPORTING FROM 3DS MAX SCULPTING IN ZBRUSH UV REGIONS AND POLYGROUPS FINAL UV ADJUSTMENTS AND VERTEX ORDER DISPLACEMENT MAPS AND THE ZBRUSH ALPHA DISPLACEMENT EXPORTER GENERATING A DISPLACEMENT MAP Creating a comparison Image to check your 3ds Max Renders BACK TO 3DS MAX MENTAL RAY SETUP FOR RENDERING RENDERING WITH A SINGLE MAP MENTAL RAY RENDER SETTINGS FINALRENDER DISPLACEMENT FINALRENDER SETUP FOR RENDERING RENDERING WITH A SINGLE MAP BUMP AND DIFFUSE MAPS USING THE BUMP VIEWER MATERIAL APPLYING BUMP MAPS IN 3DS MAX CAVITY MAPS AND THE DIFFUSE CHANNELĥ Figure 2. INTRODUCTION DS MAX MODEL PREP MODEL REQUIREMENTS FOR ZBRUSH Fixing Overlapping UVs Cleaning the Mesh Topology. Please mail comments or suggestions about this document toĢ 1. 3ds Max is a registered trademark of Autodesk 3ds Max All other trademarks are the property of their respective owners. Photoshop is a registered trademark of Adobe Systems, Inc. Pixologic and the Pixologic logo, and ZBrush and the ZBrush logo, are registered trademarks of Pixologic, Inc.
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1 ZBrush to 3ds Max 8 Displacement Guide Michael McCarthy & Scott Spencer March 06, Pixologic, Inc.