ZBrushCentral

*Answered* Retopology/UV map question!

Hello!

I have a question regarding retoplogizing in Zbrush and UV maps. I have been making models for a game with specific requirements for some time, and am experimenting with moving some of them into a new game with tighter requirements. I was curious to see if I could take my old models and make them more efficient for the new game.

I have been doing retopology tutorials in Zbrush and ran into a snag at the point where I make the adaptive skin. The “new” model seems to be bare of the UV information from my highpoly model, rendering the textures I’ve already made unusable.

Am I missing something? Should I be using a different process for this? My old workflow never really had me messing with retopology too often so this is a little confusing for me.

Thank you, should anyone have the time to help me! If you need further (or better) explanations of anything I am doing, please let me know- though I am a little lost I will certainly try to elaborate. Thanks!
Rykka~

New topology can’t use the same UVs as the points are different in the Mesh, so the points would be different in the UVs.
You must unwrap your new mesh and project any textures that you want to keep.

I figured as much, but I was hoping there was some sort of magic I didn’t know about! Hahah… thanks!

So, as a new user I’d like to hear clarification if there is a way to automatically reproject the texture from the previous high res model onto the new retopo’d geometry. I know you can project the sculpted geometry this way but does it work for textures too?

You can either convert it to polypaint, subdivide the new topology a few times, and then use Project All with RGB mode on to transfer the polypaint similar to how the sculpt was transfered, or you can use a program like xnormal to bake the texture to the new model.