So i was trying to polypaint in zbrush an imported .obj from max.
Even with a very high mesh polycount (30k polys) i was getting a kinda low res painting.
Guessing it could be a lack of uv i set a planar one with some seams painted with UV master. The seams look ok, but the texture itself looks like its skewed. Like
THIS.
How do i change the orientation of the uv inside zbrush?
Thx in advance for the help!
Replies
As for UV Master and the orientation of the UVs, you can try cloning the tool and use UV Master to flatten it. In the flattened state you can use transpose and masking to re position things to some extent, and then unflatten. Then copy and paste the UVs back to the original tool. Minor edits usually survive.
After exporting out, setting it correctly in photoshop and importing it back i saw why it was wrong.
Bardler. Thx for the tip, the next stage is try to bake some polypainted textures.
Cryrid. Well before Qremesher the same tool was about 60k poly with bad polypainted results. After setting a UV, ex/importing textures (even with 30k poly) the results were much better.
My main question now is how to maintain the uv/texture with the tool. When i try to merge some tools the texture disappears. Im doing something very wrong here. Is it only baking it?
As for merging, make sure you have the tool:subtool:uv option toggled on before you merge. Afterwards you might have to turn the texture back on on the new resulting mesh
Checking the uv option in the merge section works, but the others tools turn black. Thats because they dont have uvs/texture assigned right?
As for merging, you're probably right about the lack of UVs on the other tools; that will probably cause zbrush to do something weirder with them, like collapse them into a single point. You can use Tool: UVMap: MorphUV to get an idea of what's happening to the UVs in your merged result