ZBrushCentral

Agggghhh!!!!!!

Hello all,

Sorry about the title but I’m just stressing out lol.

This image shows a head sculpt I am currently working on. I’m a bit stuck now because I want to get this fella out of ZBrush and into Maya. I would appreciate it if anyone can spare a few moment to help:

I created the model in the following way:

  1. I subdived a cube and sculpted a rough skull base mesh.

  2. I then sculpted the muscles on top of the skull.

  3. Next step was to sculpt the flesh on top of what I had so far.

  4. I then refined the sculpt and polypainted the skin texture you see in the attached image.

  5. I have now started to re-topo the mesh in ZBrush.

What I would really like to be able to do is uvmap what I have in maya to give me a nice clean template to paint on to so I don’t have to rely on GUV or AUV tiles.

I then want to be able to project the high res details of the original sculpt on to my new UVmapped, low res, re-topologised mesh.

I’m out of breath just typing this so thanks for reading this far!

If any of this made sense and you can help please do.

Many thanks in advance. :smiley:

ZBquestion.jpg

Mesh projection should project polypaint color information along with sculpting info onto the new mesh if the RGB button is pressed. Information on Mesh projection is available in the ZB help docs and wiki.

New UVs can be imported into ZB. Export the new base mesh, unwrap it in the application of your choice, and reimport into Z, then make the texture from those new UVs.

Per the ZB help docs:

Baking PolyPainting into a Texture Map


  1. Create a texture at the size you want for your final map. If its 2048 by 2048, follow the steps below:[list=1]
  2. >
  3. Set Texture: Width to 2048
  4. >
  5. Set Texture: Height to 2048
  6. >
  7. Press Texture New Texture
  8. >

  • At this point the texture map will override your polypainting. Don’t worry. Its still there. :)
  • >
  • Do you have UVs? If yes, skip this step. If not, you have two options.

    1. Create UVs outside of ZBrush[list=1]
    2. >
    3. Set Tool: Geometry: SDiv to 1
    4. >
    5. Export mesh by pressing Tool: Export.
    6. >
    7. Layout UVs in your other application.
    8. >
    9. Back in ZBrush, store a Morph Target by pressing Tool: Morph Target: Store MT.
    10. >
    11. Set your model’s SDiv level to 1.
    12. >
    13. Import your model by pressing Tool: Import.
    14. >
    15. If you have sculpted more since you laid out your UVs your mesh, at SDiv level 1, will be different. You will only want to import your UVs and not your mesh. To do this, simply restore the Morph Target, Tool: Morph Target: Switch.
    16. >

  • Create UVs inside of ZBrush

    1. Press Tool: Texture: GUV or Tool: Texture: AUV
    2. >

    [/list]
  • Press Tool: Texture: Clr>Txr

  • [/list]

    cheers mate. I’ll give that a bash!