so iv been trying to teach myself about uv's, retopology, and textures over the past week. i first created my high poly in zbrush, then exported my lowest subdiv to max where i unwrapped it and made uv sheets, i then brought the model back into zbrush. Im now stuck though, when i try to produce any form of map it produces what looks like a map of the lowest sub div? im not really sure what other information would be helpful at this point but ill include some pics to help clarify my issue
any help is greatly appreciated, thanks in advance.
texture map zbrush is producing (iv also tried a displacement map, and the same issue seems to occur)
and a render of the high poly model
Replies
optimize points order sounds promising but it requires the model to have no subdivisions. i tried to just delete the lower sub divs and then optimize the points order but my computer freezes up, its possible that i could maybe just wait it out, but then my computer will crash while trying to reconstruct the subdivisions.
anymore suggestions welcome
oh and here is the texture map that z brush produced after using goz (its a little better)
Tools > UV Map > Cycle UV
You may have to click it a few times before its right. (trial and error)
i also tried cycle uv which seemed to help a bit but, once again, the texture is still comming out wrong
iv also now noticed that when i use the morph uv on the high poly with my uv maps applied all the faces seem to detach and then rearrange themselevs on my uv map. iv also noticed that when i hit morph uv on my imported low poly mesh (the one that i used to make my uv map) the faces seem to act properly. as in they all seem to remain attached while they unfold and flatten... hopefully that makes sense
anyhow Im still at loss as to what iv done wrong, so any more help is still greatly appreciated, and thanks again for all the help you guys have been so far
*edit* ok so since it seems like the mesh im importing isnt the problem, iv tried to just use it as a base and re project all the detail and polypaint onto it. after one reprojection this seems to have solved the error (im just assuming its solved it because morph uv seems to now function properly on the new reprojected mesh) ill report back once iv gotten the new mesh up to my final subdiv (gunna be like 15 mill poly's... should be fun reprojecting that )
I also gave x normals a try. but when i try to produce a map, i get an error that says the mesh i put in the high poly input is void or non existent... could that error and the trouble im having be related?
here are the obj's https://dl.dropboxusercontent.com/u/170692477/dino.zip
i was also only able to export an obj of my mesh at its lowest sub div, when I tried to create an obj at its highest subdiv (about 15 million) it gave me an error. is this normal?
Delete its uvs and polygroups. If that fails too, then decimate it for a new mesh.
Only the lowest subdivision mesh needs UVs, so it would be well within the stable zone to reapply UVs. The sculpt itself wont need UVs if you're baking the polypaint in xnormal.
Are you having problems with body uv.OBJ as well?
i cant say thank you enough to both of you guys, you were a huge help and id still be completely lost without your input. i owe both of you big time!