After a long time, finally i can be back to zbrush…
today i updated to zb4r3, and i try to stay away from new features…
i have a needings, to load an obj from lw 11 (with goz finally), with its uvs, and i need to sculpt it, but with original uv it give me bad result, if i build a packet uv or other Zbrush uv work fine, but maps builded on old uv are gone…
can i have two different uv on same tool?
i can do a tedious copy and paste uv in lw between original lwo and new zbrushed lwo, but…
i would like to keep original uv and build a new additional uv on tool.
it is possible? i don’t know how… and with some research on the guide i not find any info…
Just keep two copies of the OBJ, one with each UV. Then you should just have to import it whenever you want to change the UVs of the sculpt.
not work for me, i just have two uv, both with texture applied (lw not export uv in obj if you not apply a texture), but when i export obj, or use goZ from zbrush, i found only the first uv, the second uv disappear.
if i try to use uv builded in obj, or i try to build a new with zbrush, same result.
and more … how can tell to zbrush to build a new uv, or overwrite one uv and keep other?
i understand that zbrush is an artist application oriented, that try to hide all tech materials, but i would like to select uv from a list like any other software…
Poly groups willbe different uv islands if you want that.
Have you tried using uv master to flatten out your model.
I believe there is a way to use this to move uv islands, but it sounds like you need polygroups.
If you are worried about losing or redoing textures, you need not worry,
Convert textures to poly paint, then redo uv, finally, you can convert that poly paint back to a texture over the new uvs.
different islands or different UV?
i talk to have same polys shared in two differnent uv topology.
ones is a classic relaxed uv from shape for texturing, other is a displacement optimized uv from ZB.
when i build one, i destroy other.
this is a better solution for me, for actual work.
i hope in future i can manage easely uv in zbrush in some visual way…
thanks
OBJs only support 1 UV channel, that’s why I suggested two OBJs. OBJ1 has UV Channel1, OBJ2 has UV Channel2.
My suggestion isn’t to import both at once, it’s to import the one with the UVs you want to swap to whenever you want to swap. Zbrush will maintain all the sculpted detail and polypaint when you do this, and simply switch the UVs.
i understood later this, thanks for suggestion