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Zbrush; Load new basemesh UV's into a finished sculpt?

Jackson31
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Jackson31 polygon
Hi, this might be a bit of a complex question, but I'm wanting to try out a vector displacement map with a recent sculpt of mine, and in order to calculate that the hi-res mesh needs to have matching uv's to the low-res mesh (as if i had started sculpting an already UV mapped mesh)

However, unfortunately I started skulpting with no UV mapping done, and later exported the low-res base mesh out of zbrush and UV mapped that within another program,

My Question:
IS IT POSSIBLE then, to put that base mesh back into zbrush and have it's new UV mapping transfer up to the higher resolution mesh somehow?

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  • Jackson31
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    Jackson31 polygon
    I think I may have done it by accident, i tried loading the UV'd basemesh into zbrush while I had my old one still open and it detected them being the same, poped up with a box asking if I wanted to transfer hi-res details to new base-mesh, hit yes and I think that's done it :)
  • Octo
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    Octo polycounter lvl 18
    Zbrush doesn't support vector displacement though..
  • cryrid
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    cryrid interpolator
    I think I may have done it by accident, i tried loading the UV'd basemesh into zbrush while I had my old one still open and it detected them being the same, poped up with a box asking if I wanted to transfer hi-res details to new base-mesh, hit yes and I think that's done it

    You should go up to the highest subdivision level and make sure everything is ok. Generally if you export the lowest level and change the UVs around, reimporting it should not produce any message at all; it'll just automatically update the mesh any everything else will be perfectly fine. The message only occurs when zbrush notices a change in the topology or vertex order, which is why it asks to do a projection instead of just using what you already have.
  • Jackson31
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    Jackson31 polygon
    ah I see, well I did actually have to remove some bad verts from along the seam of the basemesh, caused by symmetry, but I slid it up to highest resolution and it seems to have projected all the data back perfectly.

    But yeah, now I realise that these's not actually any point in my baking a vector displacement map since UDK doesn't support them yet, I'll have to go with the standard height displacement for now :(
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