Hi there, newbie here. I created a low poly model in maya then imported it into Zbrush and sculpted. I now want to add some more detail in the low poly model and alter the Uv’ layout out. Is there a way I can make the changes to the low poly version then bring it back into zbrush whilst still keeping the sculpting I have already done.?
Hello @dean078 ,
It is recommended not to work with UVs at all until after your topology is stable if you can help it. UVs increase the size and performance burden of a file, as well as providing an opportunity to introduce other issues. Working without UVs gives you the freedom to quickly change your topology on the fly in ZBrush, after which you can convert your work into a mutli resolution mesh and create UVs for the base level topology once it is stable.
However, transferring detail to a version of the mesh with different UVs and topology can be accomplished with detail projection, as long as the meshes still occupy the same world space, or very close to it.
Create new UVs for your base topology, subdivide it sufficiently to capture the incoming detail, and project the detail from the previous version of the mesh using one of the various methods.
If the form of your mesh has changed in any significant fashion, you may need to exclude the new areas from receiving any projection with masking.
ZBrush can do this automatically for you as part of the import process. In a scenario where you have a multi resolution mesh which is UV’d at the lowest level of subdivision, attempting to import a new version of the topology at the base level (the lowest subdivision level is active when importing), ZBrush will detect that the topology has changed and ask you if you would like to project the details from the previous mesh. If the form of your mesh has not substantially changed, this may be adequate. In other scenarios it may be necessary to bring both meshes into the program and set up the projection manually for greater control over the process.
Good luck!
Hi Spyndle. First of all, thank you for the time took to write this explanation. The reason why I created Uv’s initially was because the model itself was a hard surface model good topology and was trying to not have to go and retopologise the model again prior to baking in Painter. Luckily the updates I have did are using the same space so I will give this method a go and let you know how it went. Again, thanks for the explanation.