Hey guys! I'm trying to figure out how to transfer UVs between models with different topology:
1) Created high-res model in Zbrush, painted and textured
2) Re-topologized in Maya with Quad Draw, so it's a completely new mesh all together
3) Want to transfer UVs from high to low so I can use my normal and texture maps from high-res to new mesh. The UV transfer function in Maya doesn't work, because with the different options it either transfers no UVs or really messes them up
4) I thought there was a way to append the new model in Zbrush and project everything, but that made a mess, too
Thanks for any advice!
Replies
Things might get more complex if you haven't done this before but you can take a look over the polycount wiki.
Also - Have you tried Zremesher in Zbrush?
Here's what the OBJs should look like:
More than anything I'd just like to learn what to do correctly next time.
In the texture baking wiki Respawnrt linked there's a section on Cage baking. The black shading on your bake looks like missed rays from either an incorrect ray distance or improper cage; if you find some maya tutorials on baking they should clear that up. But simply, if using ray distance, try increasing the total ray distance, if using a cage, check that cage completely envelopes the highpoly.
Although not all hope it lost; KMac what method are you using to bake your normal maps ? You should be able to apply the normal maps from the high resolution mesh to the low resolution mesh the only issue I find with that not working out are the UV's of both the high and low are not aligned identically that is one thing you will have to fix, otherwise you will never get your desired results.
Is this character for a game ? What tools do you have for normal transferring ?
Thanks, Bek! I don’t think the low poly has a huge difference in scale (see picture above), but I will definitely have to check out Cage baking. (I currently know nothing about ray distance!)
CreativeSheep: Thanks again for checking out the geo! I used the transfer maps in Maya (https://www.youtube.com/watch?v=2z0mf4sqvlk ), and I also have access to Zbrush, 3Ds Max, and Mudbox. I wanted to use the character for a short film, really just for practicing the animation pipeline.
Why don't you just unwrap the retop low poly mesh? It's a 10 min job
Then just bake your NM as usual.
That’s the thing – the normal map from the high poly wouldn’t work on low poly because UVs aren't the same.
Maybe if there was a specific tutorial on this whole pipeline process it would make a little more sense to me… more of a visual learner! I appreciate all the advice, though.
That's why you should have sculpted on your low polygon mesh, whether in Mudbox or zBrush, baked out normal map from high resolution, then you simply apply it to your low resolution.
In my opinion; I would go back two or three steps and completely delete the high polygon mesh, throw it out the window, so to speak.
your main problem here is that your low and high are to different. like BEK said above: small differences in volume don´t matter. you can not avoid this when there is a huge difference in polycount BUT your meshes are at slightly different proportions/scales and it looks to me that they are oriented differently (and i´m not talking about the fact that they are moved to different positions in your file. i hope that was for demonstration only). with what you uploaded here you will not get a clean bake. (btw. i doubt that houdini has some magic for this).
i don´t know ho you got a retopo mesh like this or what you did after but if you don´t have a file where both models match better you should do the retopo again. maybe you can get some way with a wrap deformer .
The other guys are giving you good info, but ultimately the problem is your models are not compatible. (See screenshot)
The low poly is leaning back and has larger hands and feet. There is no way to project normals from the high poly to the low poly.
I'm guessing that you wanted to edit the proportions after you did the retopo. The correct way to do this is to edit both the low and high together and project again. Or (less optimal) duplicate the low poly before editing, and use the original for projecting.
For now, I suggest recreating the low poly model on top of the high poly. You could try to re-align your current low poly, but that will probably end up taking the same amount of time as just starting over with it.
1) Get the basic shape of character down, don't sculpt anything yet
2) Re-topo
3) Sculpt on low poly re-topo version (increase subdivisions but have lower divisions still available)
4) Use normal maps to get detail from high poly onto low subdivision version
Right? That way the high/low poly have same exact scale, etc. But you wouldn't be able to Dynamesh?
Instead of what I did:
1) Get shape of character
2) Sculpt on high poly
3) Retopo to make a new model
4) Try to bake from high poly
Okay cool, thank you. So this would be the workflow:
1) Get the basic shape of character down, don't sculpt anything yet
2) Re-topo
3) Sculpt on low poly re-topo version (increase subdivisions but have lower divisions still available)
4) Use normal maps to get detail from high poly onto low subdivision version
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Retop after you have done the sculpting, how you foresee the character should look. Then as you mentioned; use the high polygon version to exact a Normal map and apply that to the low polygon version.
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Right? That way the high/low poly have same exact scale, etc. But you wouldn't be able to Dynamesh?
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Correct; As for DynaMesh, not sure, maybe you can add to a polygonal model with Dynamesh, maybe you have to convert the polygon model to a DynaMesh, look into it. I never used ZBrush, only Mud.
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Instead of what I did:
1) Get shape of character
2) Sculpt on high poly
3) Retopo to make a new model
4) Try to bake from high poly
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The above method you were doing, erase it from your memory