ZBrushCentral

Squares in maps

Hi,

finally bought ZB (I’ve used it some in the past with a subscription). Ran into a little usage question today.

I have a sculpt where (for various reasons) I have to do a bit of trickery with UVs and copy paste them in before exporting (*). Now, I had done some sculpting on the hands of the character previously but decided I want to redo them.

Now I’m getting bad maps after reworking the hands:
image

Basically I didn’t have a simple way to restore the non-sculpted state in the original subtool so I made a copy, deleted higher levels and started over. Now I actually messed up here (my first mistake) and didn’t have the correct UVs in the copy … which means I now have to reproject to yet another copy. Shrug.

Anyway I believe the the problem I have is because the geometry has shifted a bit but neither cage nor storing a morph target before projection seemed to help (switched to morph target afterwards).

I’m sure there’s a way to solve this. Any help would be appreciated (in this particular case, I wouldn’t go crazy if I had to redo the hand part of the sculpt but I could run into this in again in future).

ps. wish there was a “delete all displacement brush” that would restore to base mesh. Could’ve used that on my original and started over.

Hello @pasi,

You can restore a mesh by either storing a morph target or re-importing your base resolution mesh with UVs into the mesh with that same level of resolution active. This is necessary if your mesh must match the geometry in an external file, because the act of subdividing a mesh alters its form slightly at all subdivision levels.

There a few brushes that may do what you describe:

  1. The Morph brush (works with a stored MT)

  2. History Recall Brush ( restores to a specific point in the undo history which you specify by Ctrl-Clicking on that point in the undo history bar).

:slightly_smiling_face:

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