Sup people.
So Ive been working hard on my first zbrush sculpt. An axe. Upon changing the topology(but not the shape) to support hard edges and quads, i imported to zbrush. I did however neglect to put UVS on the low poly BEFORE changing topology, as i learned this after the fact. So now i have a sculpt that has no uv coordinates, and cannot reimport new uvs into it.
Is there a way i can get uvs onto my zbrush sculpt without having to redo everything? Heres the axe btw. Thanks!
Scott Petty
Environment Artist
www.Buddikaman.com
Replies
Alex
If you want to paint the axe in ZBrush, providing you have enough polygon density, you can paint directly on the polygons and use the automatic UV functionality to export a high res diffuse map, and then in turn bake that one onto your low polygon diffuse map in xNormal.
I'm not sure if that made any sense, I shouldn't be posting while I'm stressed..
Is there a way to fix that? Almost looks like a cage problem..
That said it looks more like the normals compensating for hard angles on your mesh, you'll probabbly want to add in some more geometry or set up smoothing groups if you get errors when you throw it on your model.
Low poly w/ normal
Crappy test texture..