ZBrushCentral

UVW sets and applying seperate textures

Hi there - I was just curious if someone could possibly tell me how to apply different textures to different uvw maps.

I create content for Second Life and I have a pre-exisitng texture map for the top. I want to create a collar for this top in ZBrush but in order to do so I need to see where the lines fall on the model. I have the canned mushrooms fixed avatar - but I have no clue as to how I would apply different textures to each uvw map.

Any help or if you could point me in the right direction - that would be appreciated!

If you’re using 3.12 you can simply assign textures to each subtool using the Tool>Texture Map menu.

If you’re using 3.1, you will need to convert each texture to polypaint. The way that you’ll do this is as follows:

  1. Press Tool>Polygroups>Uv Groups
  2. Press Tool>SubTool>GrpSplit
  3. Your model will now be in different subtools for each texture. Divide each subtool to have about as many polygons as the texture has pixels.
  4. Select a subtool and its texture. With Draw>Rgb Intensity at 100, press Tool:small_orange_diamond:Texture:small_orange_diamond:Txr>Col. This will convert the texture into polypaint.
  5. Repeat step 4 for all other subtools.

Thanks so much for getting back to me!

i have on my head model more uv sets. i tryed what aurick said. and it didnt work.

this is what it says
‘’ mesh is composed of one group only,please assign groups and try again ‘’

this is what it says
‘’ mesh is composed of one group only,please assign groups and try again ‘’
???

i can apply diferents textures to diferentes subtool after polypainting???

If after using the UV Groups option your model still has only one polygroup then your UV’s are not laid out in multiple shells/spaces. (This is common with Poser models, which use overlapping UV’s instead of multiple spaces.) You will have to manually break the model apart into the necessary SubTools.

I have the 3.1 version of Z-brush and I need to polypaint at the seam of the Head-Neck.My model has been created in Maya and carries 2 UV sets one for the head( with 2048X2048 diffuse map) and one for the body(with 3000X4000 diffuse map)
I have lay out thr uvs in Maya inj 2 U unit so I can import the OBj in Z-Brush and have the ability to split it each uv groups.

But her is the problem I am facing.I need to polypaint on the seams of the 2 polygroups(body-head),so I am dividing both poly groups SDiv5.I am painting texture to color(Tex>Col) so I can have the diffuse maps on my geometry.I am disabling UVs for both uv groups and I start the polypaint so I can match the colors at the seam area.Now I need to export this polypaint on the diffuse maps,So I need to create a new texture and click the Col>Text , but when I am enabling UVS and I am going to the lowest subdivision of SDiv1 to import again the obj so I can have again informations of the UV sets Z-brush giving me the error
" The imported mesh must have indentical number of point and faces whenimported into an active Subdiv surface."

So I cant get my Uv layout informations again back to the model/
If I try to just bake the Col>text is giving me a meshed up texture uv layout with a messed up diffuse map.

Am I doing something wrong alone the proccess?
Please help asap
thank you in advance
S.Dimis