Morphing Issues When Importing Heads from ZBrush to 3ds Max

Published on January 08, 2026 | Translated from Spanish
Comparison in 3ds Max between a correctly imported head and another with transformation issues when applying Morpher.

Morphing Issues When Importing Heads from ZBrush to 3ds Max

Did you export your beautifully sculpted head from ZBrush only for it to behave like it has a mind of its own in 3ds Max when applying Morpher? 😱 Don't worry, this classic problem has a solution, although it requires a bit of transformation magic. And no, it's not the fault of the rebellious polygons... well, not entirely. 👀

The Drama of Hidden Transformations

ZBrush and 3ds Max have different philosophies on how to handle object positions:

Result: your character may end up with expressions that not even in nightmares. 😨

Professional Solution in 3 Steps

  1. Apply XForm to the base model and all morph targets
  2. Collapse to Editable Poly BEFORE using Morpher
  3. Verify that all are aligned with the grid
In the 3D world, a forgotten XForm is like going out without pants: the error is noticed immediately.

Prevention from ZBrush

To minimize problems:

With these adjustments, your Morpher will work as it should: transforming expressions, not relocating the head in space like a gravity-less astronaut. 🚀

Ironic Bonus: The funniest thing is when you spend hours sculpting microscopic details in the pores... and then the problem is that the nose wants to live 15 units to the right. Priorities, right? 😅