So I have imported a 3d obj and made it into a polymesh3d, I have sub divided and sculpted with the sole purpose of exporting the normal map for details. But when you make and obj with uv map into a polymesh3d, the uvmap map is removed. So my question is: is it possible to reimport the uv map unto the new sculpted model?
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Yes, you can reimport the uvs. Just import the .obj whilst the tool is active(in edit mode) it will automatically propogate the uvs.
Normally you can just import the same mesh to update UVs or vertex positions. Zbrush does this automatically to the point where it doesn't even tell you. However, this only works when the vertex order is the exact same. If you take any actions that would change the vertex order around, then you now have a completely different mesh. It may appear identical to human eyes, but its a completely different set of data that the computer is seeing. Clicking on the makepolymesh3d button is the kind of thing that would probably change the entire vertex order around. Vertex#5 might be the ear on your original model, but the toe on the model in zbrush. As a result, you wont be able to merely import the old UVs on top, nor will you be able to copy and paste them with UV Master (as that too requires the same vertex order). If you see any kind of pop-up message about Projecting when you import an obj on top of a tool, it means the vertex order does not match up.
Solution One: You don't need UVs on the sculpt.
- If you bake your maps outside of zbrush (which you should be doing anyway), then only the lowpoly model needs to have UVs. Your highpoly sculpt won't require UVs.
Solution Two: Don't try to transfer the UVs to the sculpt, transfer the sculpt to the UV'd model- Import your original model as a new subtool, and use Tool: Subtool: Project All to transfer the sculpted/painted detail from the sculpt to this mesh. It might work best to project, subdivide, project, subdivide, and repeat until the mesh contains all the detail.
Solution Three: Use an external program to transfer UVs