#Zbrush 4r8 move how to
This could be problem, but I have to figure out what this information is, and how to clear it / reset it.
![zbrush 4r8 move zbrush 4r8 move](https://2.bp.blogspot.com/-y84lm2EKfwA/WRqxeHTU7YI/AAAAAAAAChk/NTbnBlE1EpMJ7cX40XetceuwXHbFE-HdQCLcB/s1600/pixologic-announces-zbrush-4r8-blog-full_009cdceeab1b9794dde9aaf62fb34732.jpg)
So there is some kind of information traveling from Zbrush to Maya, separate from the material ID, and it's sticking around even when I edit the mesh, change materials, etc.
![zbrush 4r8 move zbrush 4r8 move](https://i.ytimg.com/vi/iNMX1bMYWTI/maxresdefault.jpg)
One curious thing is that I had applied a color fill in zbrush to part of the object, and even though I have changed material ID's inside Maya, that color fill returns even when I reimport the FBX again. This is what i did: 1.press and hold 'ctrl' and start masking some parts of your mesh. Free Upgrades Subscribe Now ยป SINGLE USER 6 MONTH SUBSCRIPTION 179.95 / 6 Months Automatically rebills on the same calendar day, every. For Individuals SINGLE USER MONTHLY SUBSCRIPTION 39.95 / Month Automatically rebills every month on the same calendar day. So while masking some parts of my mesh I noticed that at some point I accidentally subdivided my masked area. In order to meet a wide variety of user needs, Pixologic offers several licensing options for ZBrush. I tried initializing zbrush, same results. I am not sure if its new to zbrush 4r8 but I think its still might be interesting for someone. *Update: Tried different FBX versions and an OBJ export, same results. *Update: link to Zbrush Central support thread : here My guess is a simple bug related to the newer versions communicating with eachother? I'll do some troubleshooting with different FBX versions, but it would be nice to know what is really going on. I can't find an answer with google, so I'm hoping somebody here may have had the problem and solved it.
![zbrush 4r8 move zbrush 4r8 move](https://s6.postimg.cc/4h8vp12mp/nightmare.jpg)
Seemingly random quads will be split and vertices will be disconnected. Simply, I export an fbx with standard settings from Maya, and when I import it into Zbrush, you get what you see in the picture. As with our previous point releases, it doesnt simply make a few minor. I am working between Maya LT 2018 and Zbrush 2018, however this is an issue I've come across time and again when I was working in Zbrush 4r8 as well. ZBrush 4R8 is the final iteration within the ZBrush 4 series before we move to ZBrush 5.0.