ZBrushCentral

Problem with importing UV's into the base mesh

I’m using the polypaint mode to texture my character but now it’s time to bring in the UV’s from another package. So I exported my base mesh, done some UV’s. Then back in Zbrush brought my mesh back to level 1, stored a morph, imported the other obj with the UV’s on. Switched back to the other original morph. Tried to bake a texture only to dsicover the UV’s are totally screwed. At first I thought it might be the whole point order thing but if I go up levels my mesh seems fine so I’m guessing it’s not that. Any ideas?

Pete B

Why do you store a morph target, seeing as you exported that base mesh, wouldn’t it be exactly the same thing when you reimport it with UVs? So why switch to the exact same thing?

hmm not exactly sure…i was under the impression that you could model with no UVs and do the morph target thing…but not sure about texturing…considering the texture is really only a 2d file stored on where your UVs used to be…but i may be wrong…not exactly a ZB guru…try painting a new test texture on your newly UV’d model and see if it bakes…if so…i’m sorry to say i might be right…if not…thats good, cause if u find a solution you wont have to redo your texture!

salute,
Sandman

Yeah I’m not sure why either it just says it in the docs, but to be honest I wanted to be totally on the safe side. I’ve had a few problems with the mesh explode problem so I thought by sticking iwth that way the point order would definitely be in the right place.

I need to look into this further but it was just too late last night and I don’t have Z-brush at work.

Thanks for the replies.

Pete B

Storing a morph target is only necessary if the newly imported mesh will affect the position of point at level 1. For example, if you have an imported model that you have subdivided (which ultimately causes level 1 to contract), and now you’re wanting to import the original version of the model again.

The morph target does not affect the point order of the model. If your newly imported model has a different point order than the original, switching to a stored morph target will not prevent explosive demeshification. :wink:

So if you’re exporting level 1 for new UV’s and then importing it again, you don’t need to store a morph target. But you do need to ensure that your import/export settings in your other app do not change the point order.

Ok I done a little test tonight. The UV’s on my base mesh work fine now, not sure why they were’nt working before, I was tired, these things happend :slight_smile:

But any other subtool that I do this to doesn’t work. So for exampl I have some arms that are a subtool of the main body. I’ve exported the base arm mesh and added the UV’s in another package. I come back into Z-brush click on my subtool, make sure it’s at the base level and go import. Seems to import UV’s as they become active in the texture panel, as in it highlights the fact that the mesh has UVs.
So I then go colour texture which works as it does put the colour onto the UVs but the UV’s are screwed and the texture ends up all over the place. Could this be because Im trying to apply the UV’s to a subtool?

Pete B

RIght I’ve now done a few more tests and I think I’ve resolved the problem. It looks like I may of had one poly that overlapped in the UVs. I know this is bad in Zbrush but I didn’t realise it screwed up the whole UV set. I’ve reimported and it seems to be working so fingers crossed that was the problem. If not then I’ll carry on this post.

Many thanks

Pete B

Groovy! everything…crossed! getting dizzy so gnona straighten out my eyes