ZBrushCentral

Issue unwrapping with UV Master

Hello,

I am having a reaccuring issue with trying to unwrap my UVS for my model. I have tried with symmetry on and not selected to see if it would possibly make it work, but it has failed regardless in either attempt. As the screenshot shows below, it will start calculating but ultimately fail each time. I have tried using Zremesher to transfer the details over to a lower-poly count, but lost too many details in doing so…is there any way to fix this, I really need to be able to export this UV map to get it back into MAYA to finish off…any suggestions would be appreciate.

Hi @Leah_Solomon

Yes. This is an important part of many processes where the end goal is digital render. If you want to pose, paint, sculpt high resolution detail, unwrap for UV and export textures in ZBrush, eventually you will want to end up with a mesh with a low or lower poly base, and multiple levels of subdivision.

ZRemesher reduces the resolution of a mesh, which will also reduce detail. In order to recapture that detail you must ZRemesh a duplicate, subdivide that mesh as necessary to capture the incoming detail, and project the detail from the original mesh onto the new.

Now you have a mesh with a low poly base that can be more easily unwrapped by UV Master (be sure to read the documentation fully–it contains information you need to know), and maps based on the color and sculpting detail of the highest subdivision level can be created and mapped to the export level geometry.

I have followed these instructions, but have still lost large amounts of detail on the hair and legs/fingers of the animations, is there any way you can inspect the file? I am not sure if it has something to do with the structure at this point Screen Shot 2020-10-19 at 11.47.06 AM