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Low to High poly unwrapping question

Technobabel
polycounter lvl 17
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Technobabel polycounter lvl 17
Hey all, I'm mainly a lurker but could use a bit of help. I modelled a bunch of objects in Max 8 and took them into ZBrush for detailing. Afterwords, I realized that for a couple I had forgotten to unwrap them. Is there any way to unwrap the low poly version and transfer the UV's to the high poly, or am I stuck with redoing those parts? Thanks!

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  • arshlevon
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    arshlevon polycounter lvl 18
    well you could export your lowest subD in zbrush uv that in max and then export it and import it back in as the lowest sub d in zbrush. you can mess around with baking uvs from the low to the high, works with mixed results with the projection modifier.
  • Technobabel
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    Technobabel polycounter lvl 17
    Thanks for the ideas Arsh. After I export the base from zbrush, unwrap it and import it back in, how do I set it to use that version as the lowest subd level instead of the un UV'ed model? Hope that makes sense!
  • Mongrelman
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    Mongrelman polycounter lvl 18
    Load up the sculpted model in zbrush, then drop back down to the lowest subd level. Then press t to get out of edit mode. You do this to make it the active tool.

    Then import the uv mapped version, and you can then go back up the levels and all your sculpting will still be there.

    It wont work though if you alter the geometry in any way other than moving verts about in max. If you add/remove edges/polygons etc. the vertex order wil be changed and the mesh will explode in zbrush when you go back up the levels.

    UV mapping is fine though.
  • Technobabel
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    Technobabel polycounter lvl 17
    Thank you! That knowledge helps a ton! Now do you have any recommendations for the best/easiest way to render displacement maps?
  • Jaco
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    Jaco polycounter lvl 17
    Search for it on ZBrushcentral.com
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