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A tool with multiple UVmaps

Hello, I imported one tool to zbrush (a dress) it has 3 separate UV maps
I added details on the dress folds and details and I want to export the textures with these details using the already imported UVs
when I use poly paint I get all 3 textures stacked on top of each other and I am supposed to get 3 different textures.
I am using master projection to bake the details on the texture.
is there a way to make 3 subtools out of this one tool according to UV map? if so how?
or is there a way i am not aware of where I can get 1 texture per uv map?
thanks in advance

Hello @Fruitloops

ZBrush does not support multiple or overlapping UVs.

Thank you!

THANK YOU @Spyndel

Actually, I think what you want to do IS possible but a little complex. It is true that ZBrush does not support the export of multiple maps for an object at one time but you can create and export multiple maps for a single object individually. The workflow goes like this:

i) As soon as you import your OBJ with multiple maps, assign Polygroups to each mapped element by going to the Polygroup menu and clicking “Auto Groups with UV”
ii) If you want to build on the existing maps you will need to load them one at a time, like so:
1) Click on the Texture Map box in the Texture Map menu. In the sub menu import one of the texture maps. At this stage the map will not display correctly on your model, lets correct that.
2) In the Texture Map menu click the “Clone Texture Map” button then go to the Texture menu, highlight the texture and click the “Flip V”(ertical) button. Go back to the Texture Map Menu and, once again, click on the Texture Map box and select the flipped image from the texture menu. Now the map will display correctly on the part of your model that it is assigned to, the rest of the model, the parts associated with other maps will also display the same map but incorrectly. Using the polygroup selection shortcuts hide any area displaying the map incorrectly. In the Polypaint menu click the “Polypaint from Texture” button, you will probably need to subdivide the model to create polypaint at the same resolution as the texture.
3) Repeat this process until you have imported all of the maps and converted all of them to polypaint.
If you just want to create new textures, you can ignore the last three steps and go straight from i) to iii)
iii) You can now texture your model with your own polypaint, if you need more resolution, you can subdivide as much as you like (but you may have to do this without smoothing to avoid tearing the model apart/destroying detail).
iv) When you are happy with your painting you’ll need to remind yourself of the different parts of the model the original maps were assigned to. When you are confident of this information, using the polygroups, hide all the parts of the model except those parts covered by a single map. In the Texture Map menu, under the “Create” sub menu, click the “Create texture from Polypaint” tab. The resulting texture map will appear identical in shape to the original map assigned to those elements of the model. You can now save the map out but don’t forget to flip it vertically if the map will be imported to other software. Repeat the same process with the remaining elements of the model, hiding geometry so that only the elements covered by a single map are visible, making a map from polypaint and saving the maps out.
Hope this helps, it absolutely works, I’ve been doing it with character models for years!

@Affable_Ed Thanks for the detailed explanation, it is as you said a bit complicated but I will definitely try it :slight_smile:

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