ZBrushCentral

Mesh insert brush with UV?

Hello, I’m trying to use the Mesh insert dot brush to create polygon hair quickly. I made the plane clump of hair in 3ds.Max, shaped and textured. Imported it as a sub tool and the texture is showing up fine in Zbrush. When I use the mesh insert dot brush to apply the hair to my model, the UV data is lost.

Is there a way to keep it on there?

Thanks

Seems very unlikely to me, but I’d love to hear an answer too.

I discovered, while creating various eyeballs for future use, that polypaint vanishes too. It would be nice if this data was retained, as this would add even more time savings to projects. It does become part of the brush preview though, in monochrome lol.

did you enable the RGB icon in the top of menu or the brush icon in subtool menu ? it could possibly that you forgot to enable it.

I tried but the RGB button doesn’t fix it. Same thing happens, UVs get all jumbled.

[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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