I’m trying to use qRemesher on a model with the UV’s already cut the way I want them, but the original model is in tris and I want it in quads. Whenever I use qRemesher, the original UV’s are not preserved. Is there any way to preserve them so that the retop maintains those UV seams?
UV’s are dependent upon the model’s geometry and point order. Retopology – such as via QRemesher – changes that information, which automatically breaks the mapping. This is not a ZBrush thing; it’s the nature of UV mapping.
You can project your polypaint onto the new version of the model but you will need to redo the UV’s.
I mean to retop within the UV seams I’ve already cut