ZBrushCentral

applying same sculpts to new model?

hello all,

i just created a model in 3ds max and exported it to zbrush. everything was finished and i was happy. but now i wanna make a normal map in zbrush but i never set up the uv’s in max is there any “painless” way to apply the same sculpts to my low poly model only with the uv’s done in max. Id rather not use zbrushs uv’s if that is at all possible.

thank you for your patience.

Yeah. You can either export the low poly mesh, map it and re-import it or map the original and re-import to the level 1 mesh. it should work fine as long as the vertex order remains unchanged, else you will get an explosion.

yes but wouldn’t i have to completly resculpt the model?
i wanna do the uv’s in max but keep my higher subD levels or transfer them some how.

i thought maybe about morph targets in zbrush but i tried it out and it seems it doesn’t work like that :evil:

naw, man. What I am talking about is re-importing. What works best for me is to disable UVs withing Zbrush then export the OBJ or what have you with Grouping turned off. (if grouping is on and you have polygroups, the model will be divided on export preventing re-import from being possible). do you mapping in desired program then export to a file Zbrush can import. As long as you import/export properly and do not cut or create anything on the mesh, the vertex order should remain unchanged. The vert order is importnant because when you go to the level one subdivision on your model in zbrush, you can import into that level. All the subsequent subdivisions line up to the vertex order. Get it out of whack and the polygons will explode all over the place, but if the order is unchanged, the model should look just as you left it, but with a new UV map. Do it right and there should be no need at all to resculpt your meshes.

in summary. Point count must be identical for re-import to function, vertex order for the higher subdivisions to re-apply properly.

thanks for the answer that was really helpful!

cheers :stuck_out_tongue: