Hello all. It has been awhile since I posted but I am in need of some help as I am fairly new to zbrush.
I am working in Zbrush2 and max 9. I created this model in max, laid out the UVs and then imported it to Zbrush. I then sculpted it and then painted the poly mesh. And that is where I run into a problem. After painting the model I discovered that I have this one stray backwards one sided face that is attached to the tongue and one misplaced face on the tooth. Because of these two faces, when I generate any of the maps (diffuse, normal, spec...) I get these streaks across the map because the faces each got stretched from one half to the other.
I have tried several things to fix these faces, including going back into max and fixing the uvs and then attempting to reimport the UVs. BUt zbrush wont let me do it. It says that both models don't have the same number of points. I didnt weld anything or change any geometry, I only moved the vertexes so they don't streak. If Iwas just creating a color map then I could just paint out the error but not to sure about doing that on a normal map.
Anyone have any idea how I can fix this without going all the way back to the begginning and re scuplting and painting it?
Replies
So try editable mesh first and then editable poly.
http://boards.polycount.net/showthread.php?t=62043
I tried both mesh types and still got the same error message that says the two meshes must have the same number of point, choose the correct subdiv level and try again.
But no matter how I try it I cannot edit my UVs and reimport them, and I really need to edit them. Anyone got any ideas or work arounds?
another option might be to use "projectall" in the subtool menu. import your new mesh with good uvs and subdivide it as much as the other one. make it a subtool of your old model and then hit "projectall". i'm not really sure if your polypainting gets projected, maybe someone else knows...
good luck
Shep - I checked the export dialogs and both appear to be the same but i will try the guruware that spitty mentioned and hope that works.
Forgive my zbrush newness but are subtools in Zbrush2? I saw mention of the same technique you are talking about spitty on zcentral, and it seemed it may be what I need to do,but I do not have the sub tool palette anywhere that I can see and I can't find any mention of the projectall function in the help either. Perhaps I didnt do something to make the palette show up or its in a different spot then zbrush 3?
if all else fails you could probably paint out the errors, even on the normal map.
Alternatively, you can bake the color info from the old mesh to a new one with the correct UVs in Max, Xnormal, Topogun etc.
I guess I will just make all the fixes then do the resculpt and paint, now that I have done it, it will go much faster I am sure. It will be good practice anyway.
And I wish I could do the upgrade, I bought this particular copy of zbrush as part of a student package many years ago and it did not come with an upgrade. So I am kind of stuck with it for the time being and hopefully I can buy the upgrade soon.
Thanks again for your replies
thats a funny thing about max, because sometimes when you make your mesh to editable poly it changes the vertex order but if you make it mesh then and poly again its fine! O_O