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Zbrush copy pasting UVs 4r6

polycounter lvl 10
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Jimonions polycounter lvl 10
Im not sure why this never showed up in a google search but It keeps happening to me.

Basically I have a character model that needs unwrapping but already has subdivisions and polypaint information. No problem I create a copy and start working on that before realising that zbrush is never going to give me the unwrapping results I need (seams going through the face and in random places all over). Control painting had little to no effect either.
159Ce3v.png84Pge22.png

So I do an unwrap in max instead and export the low poly over as an obj to the same tool as my working copy in zbrush.
When I copy paste the UV's from my max model to my working copy the UV's do this:

UV I want from max export (not entirely completed yet but not the problem)
GgYpsbe.png

Pasted UV onto working copy
Mx5hCVV.png


Would this have something to do with having different UV islands? The two models are exactly identical except in that aspect.

Also While I'm here. There is a problem with my polypaint having artifacts the higher resolution I go like little squares and rectangles in certain parts. kind of frustrating trying to sculpt with a bright mosaic pattern in the way without turning off colorize.

Replies

  • cryrid
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    cryrid interpolator
    I would check to make sure your model truly is 100% identical (even having more than 1 polygroup can and will throw this off when you send an obj back and forth).Otherwise you wouldn't need to copy and paste UVs, importing the new OBJ would just automatically update the UVs on the sculpt while preserving its polypaint and subdivisions.

    Two notes which may or may not be of importance:
    1. Max-to-zbrush seems to have a tendency which detached and flips every single face on the UV island. GoZ might take care of that, if you run into it.
    2. When using UV Master, polygroups are the most reliable way to control seams
  • Jimonions
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    Jimonions polycounter lvl 10
    Hey, I went back and checked my model over again and found a weird artifact that I had deleted and forgotten about. Everything is working fine now, did not get the face flipping error that you mentioned though.
    I should probably also try out goz but never really gotten around to it.

    Next time I'll just try the polygroups for seams. Seams a lot more reliable and less time consuming.

    Thanks for your help.
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