My Zbrush to Max Texture Trouble, What's Wrong?

Hi there! Can someone please suggest a solution to my ugly problem? I made a low poly fish and made its UV map in 3DS Max 2012, exported it as an OBJ, then painted it in Zbrush. I wanted to see what would happen if I exported it as an OBJ back to 3DS Max 2012 so I did just that. Unfortunately, when it got to Max, the texture went wild!

Zbrush:

Settings While Importing it to Max:

The Wild Result:

Thanks in advance, I hope the solution wouldn’t be too complicated lol:smile:

Update:

I figured out the solution when someone advised to not include materials when being imported back into Max. I checked the bitmap that I was trying to put on the fish and it turns out that it was upside down! I just did a quick fix in Photoshop and when I reloaded the texture, it was working perfectly on my fish :slight_smile:

Thanks anyway lol :slight_smile:

Yeah, for reasons unknown, zbrush flips the texture coordinates on import. It’s very annoying, can take a bit of time to figure out what’s up when I forget that :stuck_out_tongue:

if you use goz instead of manually importing it, it will flip the texture for you :slight_smile:

Hmm I have another weird problem:O

Now that I’ve been able to apply the texture properly, this time whenever I render the fish, it looks the other way!

Hmm what could be going on? Thanks for any solutions :slight_smile:

Flip your normals in 3ds Max

Thanks! Problem solved, now I can go back on my merry way to animating this fish who happens to be a casino lover… :slight_smile:

Incidently, a quick way to check mesh problems when your not sure is to run the xview tool - it will show you flipped faces, open edges, overlapping faces etc to help fix mesh problems without pulling your hair out :slight_smile: