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Zbrush reconstruct subdivisions ruining UV’S

Hi guys! I've been stuck on this stage  for so long, I have my retopo blouse with UV, I added thickness in maya (I have subdiv 3, added thickness with Local Translate Z in my case 0.003 and divisions 8) I splitted front and inner side with "Create UV shell" (image 2) , added it in Zbrush and click Reconstruct Subdiv then it immediately ruin my UV(image 1). Anyone has any idea why it happening? 

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  • iam717
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    iam717 interpolator
    Only thing i can think of that usually happens is, group splitting any part of the mesh, you can ONLY subdivide if i remember correctly doing nearly anything else (if i was doing this i wouldn't do anything else if i needed just 'volume' added) will break u.v.'s 
    edit, yes you can NOT click zremesh if you did and expect the u.v.'s to be there.

    How i got around this was do the clothing thing is whatever application, bring it to zbrush (keeping the low if it is needed) doing whatever in zbrush making sure its final, then u.v.ing avoid these complications.  
    For backup purposes or anything else once you get an understanding how zbrush works:
    Exporting the low keeping zbrush open, making the u.v.'s clicking the xfer button in your modeling application to xfer the u.v's back to zbrush's low version, click yes. then going back up the subdivisions if you need this, i usually do it just to save both high and low together in 1 file for backup purposes.  And vertex painting if i want to get a "head start" on the texturing flat base colors/groups.  When xfering to substance or other app.

    That is all i got otherwise perhaps some people on the utubs/video sites "solved" this issue already and or someone should hopefully be here shortly to tell their version of a solution.  (yeah it "sux")

    Edit: you could've probably said both things in one post:

  • kanga
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    kanga quad damage
    You cant retain uvs of a model if you add geometry to it as that geo hasn't been uved. Is the lower left model the reconstruction? Why does the garment need to be totally 2 sided instead of the sleeves alone?. zBrush is good for modeling uvs used inside of zBrush, like pistol grips and such. The only time you can retain uvs is when doing a manual edge delete without stuffing up the model boarders. For that kind of work I would use Maya or Blender etc. Also it looks like you don't know too much about uvs so check out some tutes.
  • Neox
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    Neox godlike master sticky
    the problem is, that zbrush has zero clue where a quad model starts and you can't cycle through the possible option. you can see this on your reconstructed mesh, there is no more center loop, chances are it started with the edge next to the one it should have started with. in blender for instance you can cycle through the options - which i assume would be able to retain the original UVs
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