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?
Replies
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.
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