ZBrushCentral

UV Master cutting handle is taking a long time

Hi there I’m mainly using ZBrush to lower my photogrammetry models in polycount and to create new UV maps.

My active point count after using ZRemesher is…

Screenshot_3

Then in UV Master I setup the attraction lines like so…

Screenshot_4

Unfortunately when I use UV Master it sits on the cutting handle operation for a long time like it’s counting to 1300. I’ve used MeshIntegrity beforehand but i’s still taking forever.

See here…

Screenshot_5

Is there something I’m doing wrong?

Thanks in advance.

My initial reaction is that 660,000 points is just too dense a mesh for UV master to work with easily. UV unwrapping works best on lower poly models.

Ok thanks @Spyndel

ok so i tried the lowest setting of ZRemesher and the TotalPoints is still this:

Screenshot_8

and the model looks way too low poly.

Why would this be happening?

OK. In that case you’ve reduced the target polygon count lower than Zremesher can construct the basic form with. Any time you reduce polycount you will lose fine detail, but you want to give Zremsher enough polys to work with that it can acceptably recreate the basic form. Zremesher has controls to fine tune whether you want to prioritize accurate capture of form, or the even distribution of polygons.

When you’ve got a fairly high resolution mesh with no subdivision levels, what you’d really want to do is create a new version of your mesh with a low poly base, and multiple levels of subdivision all the way up to your original. Some operations work better on or only work at low poly, and most other programs wont cope well with high poly meshes of the sort Zbrush can create. In the case of UV unwrapping, it’s a CPU intensive operation, so the more polygons to process the slower it will be, not to mention UV unwrapping is easier to control at low poly when you can still make sense of the individual polygons. So you create texture/displacement/normal maps based of the highest level of subdivision, and map those to the lowest level of the mesh for portability.


So the first thing you need to do is create a lower poly version of your model, and give it multiple subdivision levels. What you’re aiming for here is to have Zremesher (or other) accurately capture the basic shape with nice evenly distributed topology. Dont worry about fine detail.

  1. Duplicate your source subtool so the original is preserved. ZRemesh (or otherwise retopologize) the duplicate to have a lower polycount with well distributed polygons. You will lose detail doing this, but you’ll get it back.

  2. Subdivide your duplicate mesh (Tool > Geometry> Divide) up to a density sufficient to hold the surface detail, as well as any polypaint, from the original. Follow the instructions on this page, and project the detail (color and sculpting) onto the newly subdivided model. You should now have a version of your model with all the detail intact, except now with multiple subdivision levels and a low poly base.

  3. From here, you can create UVs for your mesh. Switch to the lowest SubD level and follow the directions on creating UVs, either with UV Master, or one of ZB’s quick tile mapping options, or with any other tool you prefer.

Thanks @Spyndel looks like in the end I just had to install the latest version of zBrush to solve the problem, hope it helps someone in the future I guess.

But thanks for your description and time that also will help me in the future.

You totally steered him in the wrong direction when you said that 660K was too much for UV master to handle. While that statement might be true, he wasn’t trying to UV a model with 660L polys he was trying to UV a model with 41K polys. 660K was the number of polys for all the subtools he had.

Not trying to be a dick just pointing that out so that you don’t miss that in the future.

@SHELLCASING

The number of polygons that become a burden for UV Master change with what youre trying to do with it. Not all meshes are equal, even with the same number of polygons.

Please read the section titled Tunnels, Holes, and Handles..


We’re always looking for helpful posters on ZBC. In the future if you think Im getting something wrong, please feel free to jump in while the poster is actually having their problem. Maybe you can help.

Hi Everyone!

I know this was over a year ago, but I wanted to contribute.

@pancreasboy, the Zremeshed mesh should have at least one subdivision level for the Unwrap function to work as it should. If you don’t do that, you’ll face this problem you have.

I’m no expert in Zbrush, but I’ve had this problem a few times and it took me forever to find a solution. I would also make sure to have the original mesh not visible, just in case (considering you duplicated a dynameshed tool to apply the zremesh, which is the right way in order to later be able to project back the details of the original model).
I hope this helps :).

So, the steps would be:

  1. Duplicate original dynameshed tool or model.

  2. Zremesh duplicated tool.

  3. Subdivide Zremeshed tool once.

  4. Unwrap Zremeshed tool (like you did)

@Spyndel that’s the total amount of polys in the document, not the amount of the actual mesh @pancreasboy is trying to unwrap.

Cheers!