Hi,
I have been learning about UDIMs lately and find them really helpful for texturing complex highpoly models with a lot of separate parts. However I am having a little trouble wrapping my head around how to deal with them when it comes to heavy ZBrush sculpts.
Substance painter can paint some really heavy models without any issues, and I can create decent UV layouts in ZBrush with UV master. The issue I'm having is that these UVs are of course placed in the 0-1 tile, but I would like to move them into their own tile so I can keep them separate in Painter.
I'm guessing that the best way would be to retopologize the mesh and rip a displacement or normal, but since I working on static meshes and am rendering still frames that seems like overkill.
I guess what I'm looking for is a way to offset uvs in ZBrush. Or maybe I'm barking up the wrong tree! Sorry if it's a stupid question, and thanks!
Replies
The issue I have right now is that I have some heavy ZBrush sculpts that don't have any UVs, either because I created them directly in ZBrush or because I didn't unwrap the basemesh beforehand. I would like to texture these highpoly meshes in Substance Painter, and I would like to unwrap them in ZBrush but have them be on their own UDIM in Painter. UV master gives me workable layouts most of the time but because of the density of the mesh offsetting them in a traditional modeling app like Maya is just really slow and usually crashes it.
Is there any solution other than full retopology of my sculpt? Since these models do not deform and are going to be rendered offline there is no other reason for retopology.
Thanks for your help!