ZBrushCentral

boolean UVs

Hi,

Is there a way to keep the uvs I had before the boolean opperations? The resulting mesh has no UVs.

-Olivier

I don’t think so. You’re changing the topology so the UVs are no longer relevant.

It’s very relevant since each surface represent the object it was booleaned with. In maya, when you boolean, it keeps the UVs you had before the boolean operation.

The resulting UVs are very crappy but mega useful since it give a headstart when making the real final UVs and also, it allows you to easily select all the edges at the border of all boolean operation, giving you all the “hard edges”. With those, you can set those as hard edges in maya and use “round corners” from you renderer to avoid having mega hard edges at render time.

-Olivier

Half solved!

I noticed it keeps one polygroup per booleaned surface. I can work with that!

-Olivier

OK, glad you have found a workaround. I understand what you’re saying. I’ll pass it on to the developers. Or it may be possible to write a plugin for copying and pasting UVs.