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Problems with 3ds Max model UVs to Zbrush for Displacement map

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xdude00
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Problems with 3ds Max model UVs to Zbrush for Displacement map

Hello kind folks.

 

Right, I am trying to update some of my old 3D max work by exporting my characters and creating displacement maps in Z-Brush. Now I have already modelled, skinned and rigged most of these older characters so I just wanted to add some detail by exporting it over and really just playing around see if I can make some alterations.

 

Now I have figured out how to get my model successfully back and forth from both software packages, however the problem allies with using multiple material IDs for the character (3) in which importing it over to Z-Brush it seems to compile all the materials into one and not separate them into individual channels (picture provided)

 

So when I create a displacement map it jumbles them all up when I export it back to 3ds max. 

Is there a simple button I haven't clicked? As you can see from the pictures it looks as though it is also flipped and inverted in Z-Brush....

 

Any help is most appreciated

 

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