ZBrushCentral

more UV set?

how can I import model(Maya) who has two UV set and than export back to Maya with two Uv set?

ZBrush will not change the UV mapping of your model. Whatever is written into the OBJ when you import it into ZBrush will still be there when you export.

If you’re having problems, please provide illustrations along with a detailed description of your workflow.

ok, this is what I wan’t.
The problem is that obj. not suport more UVsets. Is there some other why I can import model from maya that has 2 UV set?
Also how can I make two textures in Zbrush for one model, example. I have human model and I want one texture to apply to head and other to body. Is there a way I can do that and how, and also how can I export that back to Maya?

thanks

If I understand your question correctly, you can assign each texture to a different UV region. For example, you can assign the head to 0,0 through 1,1 and the body to 1,0 through 2,1.

When you get the model into ZBrush, you will only be able to paint one texture at a time (since ZBrush supports one texture per model – see my post here). However, you can use the MultiDisplacement plugin to generate displacement maps for each region at the same time. Simply sculpt your model like normal, but use the plugin to create your maps.

Hi Matthew,

If I understand correctly, I think what he means is UV co-ordinates on a second channel. Max can for example have up to 99 UVW co-ordinates at the expense of extra memory.

It’s usually used for mapping part of a mesh with one kind of mapping (say the top of a head) and blending it with a different type of mapping (say cylindrical)

AFAIK Zbrush does not support this although the obj file format does support at least 2 channels from my quick test.

It’s something I try to avoid these days as it uses up memory which for games artists is a major consideration.

He could also mean two materials within the same object, each with their own UV sets.

Cheers

Although Zbrush can import multiple UV channels, I don’t think it can assign them. Zbrush can only assign 1 UV and 1 texture, although. There are a bunch of tricks aurick has posted on working with multiple maps and multiple UV channels, dealing with 1 channel at a time.
And like you said, multiple UV channels is CPU expensive.

You can place each UV set into set1 in Maya.
Then just offset the UV sets into different tile spaces. One set in 0-1 and the other in 0-2. Works for me.

thanks to all!!!1

I will try what skycastle said. maybe that will work for me, it sound very easy solution :)…

Game Master 770
what is the name of post that aurick post trick?

Stephen Green
man who did you get result with obj filed and two chanels?

donvlatko, there are quite a few tips from him lately, with the realease of ver 2. In the search area of this foreum, you can look up posts by member number. So in this case try looking at several posts from member 348 (aurick) and search for “multi map”. 200 is the most you can retrieve from a search, so don’t be too generic or you’ll get tons of old stuff.

Donvlatko,

I didn’t realy try it in Zbrush, I was just curious if obj exported multiple UV channels.

I only tried exporting it from Max and back in again and the 2 channels were preserved. I would guess that Maya would be able to do the same since its a Wavefront format.

But like Dave (skycastle) said, the best way at the moment (for exporting displacement maps at least) is to offset the UVs so instead of having chanel 1 and 2 you would channel 1 UVs in space 0,0 to 1,1 and channel 2 along side it in the next UV tile.

I don’t know if this would work for textures, but I don’t tend to do textures in Zbrush, just displacements.

Cheers

thanks to all on ther reply!!!