ZBrushCentral

A question about UV master

Hey there people.

Im trying to do something here, i never found someone that did it, obviously it can’t be done i dunno so i decided to ask.

Is there a way to do modeling on an UNwrapped/flattened with UVmaster mesh ?
I was modeling some clothes and thought of this, and how easy it will be to place details corectly in that way - Flatten the UVs on a high poly model (not working on a clone) and then model the details on this unwrapped mesh.
When i flatten a high poly it seem to be able to do some modeling but when i unflatten it does not translate the detail.

Is there a workaround or is it possible to do it ? Am i missing something ?

Well, it can’t be done obviously. Even with Morph UV and then modeling and the details dissapear.

Shame that such a simple functionality is missing :slight_smile:

It may seem simple but I imagine there are technical constraints that make it too difficult to implement.

i like the idea, would be an interesting feature!

I think sculpting on the model itself would prove to be quicker and more accurate vs fighting UV distortions. That’s how it tends to go when trying to work with standard textures or (and those should be simpler). The benefit to working on a plane might be found in smaller details that only affect the texture of the surface, but noisemaker or masks can solve that (morph UV to projection master, etc).

You could try sculpting on a cloned and flattened version, and converting the result to a displacement map.

That could work so long as your document was exactly the size of your displacement map. The simplest way to achieve this would be:

  1. Create a new texture from UV check.
  2. Clone the texture to the Texture palette.
  3. Take the model out of edit mode. Crop and Fill the canvas using the new texture.
  4. Put the model back in Edit mode. Morph the UVs and line up with the background image.
  5. Sculpt the flat model. When done, make sure it still lines up with background image.
  6. Grab the canvas depth in the Alpha palette.
  7. Apply the alpha grabbed at (6) as a displacement map to your original model. Turn on Mode in the Tool>Displacement Map menu and adjust the Intensity.
  8. Click Apply Displacement to change the geometry.