[SUB]I found a way to fix it, but it’s pretty tiresome.
I can make the hairs all quick, then I copy the uvs from the base Sub tool.
Go to the hair, and separate each clump with the auto polygroups. Then I have to go separating every single clump in to a separate sub tool, pasting the UVs to one at a time, Group split works also.
It would be cool if I could paste uvs to the poly groups, instead of the entire mesh. That’s the only real problem I’m having with it now.
If I paste UV to the entire wig, it doesn’t work, I have to separate them.
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Another way is through 3ds.max
Separate the wig from the base model / Head.
Create auto polygroups for the hair and export.
Import the hair in to max and load the .obj as separate parts for each poly group.
Load the base mesh with the good UVs.
Apply an unwrap UVW modifier to the good one, and save it’s UV data to a folder.
Select all parts of the wig, and apply an unwrap UVW modifier to the selection.
With all still selected, in the UVW modifier, click the load button and open the UV’s saved from the good mesh.
Keep pressing Enter,Enter,Enter… till the file is loaded to each plane of the wig.
That’s all, it can be fixed in like a minute this way.
Special note: Mirroring in ZB will mess this up even further, so you can’t even paste the UV’s back on it.
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Fixing the eye ball poly paint problem would be a matter of baking it to a texture map.
GUV tiles
Copy UV
Add eyes with Mesh insert dot
separate the eyes to their own layers
paste UV
load texture
bake texture to poly paint
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