Hey guys,
I think I got myself into a pinch... I made the lips a separate UV shell than the surrounding mouth (didn't feel like fighting UV Layout at the time
) and I'm not sure how to work out the kink it's causing without redoing all my sculpting. I'm fairly new to ZBrush, so any sage advice on tools or methodology would be great. I also think it may be a slight edge flow issue there because a couple of those faces look like their being bent at the tri awkwardly near the corner of the mouth where the issue is occurring. Even if I were to retopo that part, I can't think of any other better way for the edges to flow at that point. Looks legit, but it's causing issues still.
See the attached image.
I'm trying to avoid re-UV Mapping it because that would mean I have to redo my sculpting, right? Would that plugin, GoZ, help with something like this then? Could send it to Maya from ZBrush, export from Maya to UV Layout, do the UV's proper, import it back, send it back to Zbrush? :poly122:
Alternatives? Thoughts?
I thought about how it could be that the base mesh doesn't have enough detail to take the bake well, but after I tried doing a quick fix in photoshop on it, I saw that it's primarily the way I did my UV's.
Replies
If you export the lowest subdivision, change the UVs, and then reimport it, it should simply update the UVs and preserve all the sculpting.
IT has our computers on such lockdown I think it screwed up the GoZ install... even doing it manually isn't putting the Zbrush sheld in Maya. I'll give this a shot when I get home. I'm glad to hear it's that simple.
EDIT: I deleted a sub tool and it didn't delete the UV along with it... that's what is causing it.
EDIT: Here's what I'm doing.
Load Tool with two sub tools
Delete eye subtool
I check the UV map and see the eye is still mapped on top of my shells...
So, I import in a version with no eyes from Maya. Copy UV's.
Import in original tool w/eyes. Delete eyes again. Go up to UV's and paste UV's.
Still produces the issue.
EDIT2: Still no luck. Even added in a delete UV step before pasting the UV's again. I confirmed that the eye ball shell was gone, but it's still giving me the same wonky displacement map. I've displaced this model before with no problem. Not sure what the issue is suddenly.
EDIT: I think I may have just figured it out. There was a face covering the whole 1-0 space behind my UV's... can't believe I missed that. Tricky to see when looking at wireframes