ok, imorting new uv's to a zbrush mesh thoroughly fails, the mesh just explodes everywhere. so i'm left with one option i can think of, and even that doesn't work.
i've got a low rez mesh with a uvw map.
i've uvw mapped the high rez mesh inside zbrush, and applied the polypaint information to texture using that uvw map.
in x-normal, the high rez has that texture applied and looks good.
if i try to bake that down onto the low rez uvw map, it looks like i've just put the old texture file onto the low rez model, it doesn't look like it's re-baked that texture information to the new uvw locations.
if this is how it's supposed to be, then why even bother having the texture bake tool? it seems pretty pointless.
Replies
Export the lowest sub div to .obj
Open that in max / any 3d application. DO NOT convert to poly, modify or adjust any vertex positions. The whole explosion is sometimes down to vertex numbers being incorrect
Unwrap in Max
Export to Z-Brush, in Max 2009 you might (only sometimes :-s) have to knock off 3 optimize boxes on the obj export. This also causes the vertex numbers to be incorrect on some models happened to me recently.
G'luck with it all