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: