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after poly-grouping by UV, how to assign unique texture to each polygroup?

Hey guys,
Another quick question: I have a model with multiple UV maps assigned to it. When I import it into zbrush and generate polygroups based on the UV maps, I would like to be able to apply my original textures to each polygroup/uv map. This requires that each polygroup be able to keep its own UV map and assign a unique texture to it.

I hope this question makes sense.

Thanks,

-P

You’ll most likely need to split each polygroup into its own subtool, in order for it to have a unique texturemap assigned to it inside of zbrush.

The exception would be if you want to have a single model/tool, and don’t mind converting each texture into polypaint data instead of a UV-based texture. If that’s the case then you just need to:
•visually isolate a polygroup (ctrl+shift+click on it)
•apply the texture in the Tool: TextureMap sub-pallete
•use Tool: Polypaint: Polypaint From Texture to polypaint the visible portion of the mesh.
•rinse and repeat for other polygroups/textures

Hmm, ok. That may be difficult.

What I am looking to accomplish is to generate a single mask based on data from the each UV map of the mesh (using the mask by color intensity function). In other words, lets say for example that my mesh is a limb; the hand has its own UV map, and the forearm has its own. I would like to generate a mask of the entire limb, based on both UV’s of both the hand+forearm (such as a tatoo that crosses over the hand to the arm).

I normally use the mask by color intensity to accomplish this. But then again, I normally only have one UV map on my model. I am in a unique situation now having two separate UV maps that I need zbrush to draw data from to generate a mask.

Hopefully this makes sens.

-P