Hello,
I was recently trying to practice with the uv mapping tools in zbrush. I had a zbrush model (top image) and was trying to add geometry to this. I learned that I should first create a displaement map using AUV, then export the lowest geometry level model, bring it into maya, add the geometry and bring it back into zbrush. Once i finished adding my geometry I brought it make into zbrush and applied the displacement map but the result is a very sliced up model (bottom image). Could anyone tell me why this is?
![img2.jpg](http://i724.photobucket.com/albums/ww245/kosh_fotsirk/img2.jpg)
![img1.jpg](http://i724.photobucket.com/albums/ww245/kosh_fotsirk/img1.jpg)
Replies
Couldn't you just use GoZ to make the changes, or bring in the new mesh and project the details onto it from the old mesh?
http://www.pixologic.com/zbrush/features/GoZBrush/
"With a single click of a button, GoZ will transfer your mesh to a GoZ-enabled application of your choice and instantly set up all the appropriate shading networks for you. Upon sending your mesh back to ZBrush, GoZ will automatically remap the existing high-resolution details to the incoming mesh, even if youve significantly changed the topology in your other application! GoZ will take care of simple operations such as correcting points & polygons order, as well as more advanced operations that require complete remapping. The updated mesh is immediately ready for further detailing, map creation and transferring to any other GoZ-enabled application.
GoZ is based on core features of ZBrush. This means that you can even use the ZBrush portion of GoZs features in non-supported applications. You can import an OBJ file which includes topology changes and ZBrush will automatically updating your current sculpture without losing details".
[ame]