ZBrushCentral

Newbie: How to get a nice UVW-layout in 3dsmax on a Zbrush model?

Hello. This is a very newbie-question and might cover 3dsmax7 more than Zbrush, but I don’t know where to post it and I want to use this on several pure “Zbrush-only-models” I’ve made.

I want to get a nice “streched out” UVW-map of a face model I’ve made, but I just don’t know how to do it. Like this image for example (an .OBJ downloaded from the main forum to test with).


This looks like this directly when I import it.

If I import my own .OBJ from Zbrush (with about the same amount of polys like the test-obj shown above, I of course get a completley different UV-layout. The thing is that I don’t know if and (if so) how I can convert my “Zbrush-UV-mess” do something similar as above.

Do I have to start a base mesh in 3dsmax (wich I really don’t want to because I love how fast you can just start from nothing to a nice mesh only in Zbrush) or how can I do this?

As the topic says, this is really a newbie question, but I just can’t get the hang of this. I’ve searched for several UVW-tutorials but only came across some that covers like a box or something VERY simple and low poly.

Any ideas?

//Jay

Update: I know how to detach certain areas (on my “Zbrush-only” model) and get something like this:

But now I’m stuck… How do I go from here?

Maybe this belongs in another forum… If so, sorry… But it all started with a Zbrush model so =)

//Jay

you can import your model from zbrush
and than ad a unwrap uvw modifier
and than use pelt mapping to set the uvw cordinates
http://www.autodesk.de/adsk/servlet/item?siteID=123112&id=5903856
if you are not useing max 8 you need to do it by hand
just google for unwrapping tutorial
but pelt mapping saves much time i think