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UV Mapping problems with UV master

I imported a low poly model from 3DS into zBrush then added polys, sculpted it, poly painted it. On the lowest subdiv I then used UV master to assign it’s UVs. However it only seems to be spitting out a bunch of garbage. You can see here were I created a texture off of the UV check that is a mess.

Low poly:

High Poly:

Yet if I go in to UV master and flatten the model it looks fine.

Does anyone know what’s going on here?

Attachments

antlowpoly.jpg

Anthighpoly.jpg

antUVmap.jpg

were you working on a copy?
did you copy the UVs from the copy to the original?

Yes I tried that several times but either it’s not copying and pasting or something is getting lost in the process somewhere.

Can you post up images showing the exact steps you’re taking?

Steps I used:

  1. Dropped the detail down to the lowest subdivision level of ~500 polys.
  2. Opened UV Master tool and with symmetry on selected Unwrap.
  3. In Texture Map dropdown selected New from UV check which produces the red mess in the previous screenshots.

Tried the copy route:

  1. Selected Work on Clone.
  2. Flatten to see what UV should look like (the 3rd picture in the previous post).
  3. Unflattened and selected Copy UVs.
  4. Brought the original back up and selected Paste UVs.
  5. Selected New form UV check. Same red mess.

I’m bumping this again to see if anyone has any idea why this is happening. I can’t find anything wrong with the model. None of my other models have had this problem. I even deleted all the lower res models and reconstructed the subdivisions to see if that would produce anything more normal and it still gives me this garbage UV map.

What mapping method under u/v mapping?

Just a hunch, but use the makepolymesh3d button and then try UVing the new mesh that it creates. I’ve had some weird UV issues with imported meshes before that were fixed that way.

Yeah I already tried experimenting with that as that has happened to me before. Converted the high poly mesh into one and then did the reconstruct subdivision thing to get it back down to a low poly model. Still did the same same thing with the UVs.

I’m not sure exactly what you are asking. I used the UV Master plugin. I don’t think I had anything in particular selected under the tool’s UV map.

Would you be willing to upload the ztl somewhere?

I attached the file to this post. Didn’t realize I had not already done that.

Attachments

Ant v2 ex.zip (12.1 KB)

Well, that is a weird one.

For now, start to split the mesh into polygroups and enable the polygroup option under UV Master (I usually do one group per uv island, but it seems just splitting the front legs into their own polygroup was enough to get the rest of it to behave as well)

Thank you very much! That did the trick.