Hi , I was working on a polymodel and I carved out a shape , but then I realized that I could make a nicer work using an alpha mask directly from photoshop so for this I needed the model itself to have a base uvmapping ... so I exported themodel in obj imported in 3dsmax ( the lower res of course ) then uvmapped there and reexported without changing any vertex or anythingelse ... when I import under the lowest res tough there is no pop up window saying you want to transfer detail data etc ...
so to check if it did import I check the uvmapping using uvmaster , I then flatten the clone uvmap and I see that it has not at all imported anything or at least not the uvmap , so I do import the obj again but this time in place of the clone and this time takes the uvmapping ... I then check the uvs and are fine apart that are flipped ( dunno how to unflip ? ) anyway then I copy the uvs and I paste in the original model mesh and this is the result :
1 fine result on clone 2 bad result on the actual model , the thing is that after pasting I could flatten the uvmap of the original mdel too to see that the uvmap is fine , but not the show that looks like blocks ...
why that and how can I solve this or is there any other simplier direct way to import the uvmap in the model ?
Replies
You can use Tools: UVMap: MorphUVs to check them quickly without having to bother with UV Master
Also under Tools: UVMap
Edit:
If this is related to that UV Master trick I was talking about earlier, it wasn't for transferring UVs (since it just copies them from it's clone), but rather it takes an existing set of UVs and lets you edit them inside of zbrush.
A standard import is all it should take to transfer a new set of UVs to a mesh
here is the small obj ...
http://www.megaupload.com/?d=MNI424JJ
Create a simple shape. Give it UVs. Export it, change the UVs. Reimport it.