ZBrushCentral

Adding UV maps post-sculpting?

Hey!

So I’m fairly new to zBrush, and I’ve looked around here and haven’t seen much by way of an answer to this, so I’ll ask.

I have a model that I built an initial mesh of in Silo and then UV’d in UVlayout/Maya. When I UVd it I used UV sets, which I’m pretty sure now are not supported in zbrush. My problem is, I’ve already done some sculpting on it that I would like to export to normal maps, but zbrush only sees the first (default) UV set. Is there anyway to fix the UVs on the model in Maya (use multiple UV spaces) and then import them into zbrush onto the tool I already sculpted on?

I figured I’d ask. I’m not opposed to just redoing it from the beginning since I’m still learning and it’ll be good experience, but if there’s an easy way to keep what I have, that’d be better.

Thanks!

Yes.


  1. Export your lowest level.
  2. UV it in your tool of choice being careful not to change point order.
  3. With your model as the current tool on your lowest level, import the UV’d lowest level. ZB will now use the UVs from the imported model.
If you need to actually correct the lowest level’s shape (change polygons, point order, topology) in addition UVs, ZB 3.5 will detect this and ask you if you want to project your details onto the new shape. (Alternatively you can use the “project all” method to transfer details from one model to a new model with UVs.)

-K