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UV Problem, please help.

UV Problem
Hi,

I am having a problem with UV. So I was given a low poly obj. that already has a UV that I must keep. My task was to detail the fabric piece with texture (alphas, sculpting) in Zbrush, how I did not know the UV was already there so I used zremesher early on to make it easier to sculpt on. Since I changed the mesh, the UV is lost. The goal is to create a displacement and normal map for the new detailed piece but with the original UV that was created in Marvelous Designer. It is a simple 6 sided flat polygon like a fashion pattern. Everything thing else, including all the textures, are in that UV shape.

Since there is no way to transfer the UV on a new mesh, I think baking is the solution. Is there a way to 2 diffferent objs/models in zbrush in order to adopt the initial UV?
So far I have tried Substance Painter and followed a tutorial however did not have any successful results. Here is the tutorial: https://www.youtube.com/watch?v=tEixVr6elpw
I followed all the steps however at the end when I am baking, nothing was produced and I noticed the normal and AOcculsion maps’ icons were black. Comparing his and mine interfaces, I noticed 2 differences:

1.) The baking que, the bake button says “bake features” on his but on mine it says “bake default/material textures”

2.) His materials are different, looks like his obj. already has some custom shaders when he imported.

I don’t know if these differences are the problem, it may just be some setup or interface problem I need to figure out. The next option I am trying is Knald and xnormal.

Please help if there is a solution or another method to solve this.

Here are screenshots:

original UV:

Current UV:

Attachments

Screen Shot 2016-06-22 at 8.24.56 AM.png

Screen Shot 2016-06-22 at 8.24.27 AM.png

Your screenshots don’t show much without poly frame turned on and with the tools flattened…

…but you should be able to project the details and/or textures from your new subtool onto the original using Project all.

Subdivide both tools to a level that will support the new textures, then convert the textures of the new tool to polypaint.
Then you can project the polypaint to the old tool, and convert the polypaint back into a texture.
This will assign the projected texture to the original UVs.
Then you can create displacement/normal maps.