ZBrushCentral

UV from SCAN DATA

Hi there!

I’m new at UV’s and I have to handle it from a SCAN DATA. I Have got a texture that looks odd and I have no idea what should I do with it.

I cleaned a model and made a new topology but now when I want to unwrap texture from a scan data it is too much polygons to do that (no lower subdiv). Can I do something different with this texture ? It is only clearly open on this scan data.

How can I get a good UV from that ?

I try to retopology scan data and than unwrap it but than the texture is gone.

Some pictures:

Does somebody know how to fix it :slight_smile: ?

PS: Don’t pay attention to the topology - It is not the best at this stage I know :wink:

Attachments

Untitled-2.jpg

Texture.jpg

The basic workflow would be:

  1. For the original model, use the Tool>Polypaint>Polypaint from Texture function to convert the existing texture map into polypaint. If you lose detail then you’ll need to subdivide the mesh and try again.
  2. Your new mesh must be appended as a subtool to your original mesh, so that the two fit together closely.
  3. Subdivide your new mesh so that it has the same or more polygons than the original.
  4. Use the Tool>SubTool>ProjectAll function to project the details from the original to the new mesh. Make sure RGB is on so that the polypaint is transferred. If you don’t want sculpting details transferred then store a morph target first. Switch the morph target after projection will remove the projection but leave the polypaint.

You’d then assign new UVs to your new mesh. You could use UV Master. You’d then be able to use Tool>Texture Map>New from Polypaint to create new maps.

This is only a brief outline of the process. You’ll need to consider the various settings and experiment to get the best result.
http://docs.pixologic.com/reference-guide/tool/polymesh/subtool/

Tkank You marcus_civis! That is all I need :slight_smile: You are the best!