Hey there all,
I'm wondering if it's possible to import UV's to a mesh that's already got several levels of sculpted detail in ZBrush?
For example, if I brought in a base mesh that doesn't have UV's, or if I've sculpted something out so much that the original base UV's are inadequate (resulting in stretching if I was to polypaint etc)... can I then export out the lowest SubD level, give it UV's and then import the UV's and have them apply to all SubD's.
I've seen a few instructions suggesting it can be done, but they're a little vague. It looks like the way to do it is to export lowest SubD, UV it, then import the UV'd mesh.
What I'm not sure of though is how to reimport it as a subdivision level and retain my higher levels with the new UV's (if it is possible).
Thanks
Replies
Export lowest SubD level from ZBrush
Unwrap in software of choice and save
Back in ZBrush at lowest SubD of mesh (that was exported) click 'Morph Target > Store'
Import new UV'd mesh while at lowest SubD level
Click 'Morph Target > Switch'
There may be an easier way but this worked for me!
I'm not sure if it makes a difference but when I saved the UVd OBJ, I just saved over the original rather than saving it as a different file. In sure that doesn't make a difference though thinking about it because that all happens outside of ZBrush.
Another thing I did was switch to another tool and import the UVd mesh then switch back and import again.
Again though, i doubt that would make a difference.
It's working though so let's hope it continues to!
Thanks for the UV Master tip too, I haven't tried that yet but it's something I've been meaning to check out.
Export lowest subdivision from Zbrush
Unwrap the .obj file
Import the .obj file in Zbrush using the import button and having the right subtool selected.
Then it works, no need to use morph target.
I've used this since Zbrush 3.1, why wouldn't it work on later versions?
Nice find!
GoZ has worked pretty well for this too so far. Send subtools to modo using GoZ, uv them and then send them back thru GoZ again. Also worked great for a couple of quick mesh tweaks, like creating internal mouth geometry from a previously closed head mesh.
Good question. I messed around for ages, making sure my OBJ had UVs, testing it in other software etc. etc. I think it might be an occasional, inconsistent bug introduced in version 3.5r3.
will try the morph target route.
Last time I tried it and had problems, I'd exported from Max, but this time the OBJ came from UVLayout and worked perfect. I think it may well be down to export settings.
I just use the default UVLayout export (not sure if you can even change the settings) so it could be that certain settings when exporting from a 3D package cause a problem somewhere along the line.
The faces in unflattened mode seem to be positioned properly, but look to be rotated 25% clockwise.
Images and more detailed description are listed here:
http://www.zbrushcentral.com/showthread.php?t=86271
Great that you got it figured out then man I've always done it like that, never had any problems as long as the topology/polycount didn't change.
It must be because it is even doing the same thing when I use AUV or GUV UVs.