ZBrushCentral

Big UV problem

I have a character that I imported from modo to maya and then to Zbrush 3.1. I spent a couple of hours getting a nice displacement on him and exported the map as I usually do, and exported the obj from Zbrush back into Maya.

Huge problem. Some of the UV islands had edges that were not merged (which sometimes happens when an object comes in from modo or an unwrapping program) As a result uvs were stretched all over the uvmap and the resulting displacement map has large chunks of grey blocking the nice detail I spent hours making.

So how can I transfer the detail from one tool to another in Zbrush? I tried exporting the subD level 5 model from zb to maya and getting a displacement map with the transfer maps command, but the results had lost a lot of the detail. I’ve heard there is a way to do this inside zbrush, but I’m only really familiar with the scuplting tools and workflow.

This is due in two days so any suggestions would be much appreciated :smiley:

You can tranfer the sculpt info from one mesh to another using ProjectAll in the SubTool submenu. Make sure both new and old meshes are present as subtools, subdivide the new mesh to a matching or similar SubDiv level.

Helpful if you save a morph target on the new mesh first – this way you can use the morph brush to “paint out” any projection errors.

The ability to do this in Zbrush is one of the reasons I like this program so much – if you hit a wall you can usually find a way around or over it. :slight_smile:

Oh… and when you export an OBJ from Zbrush with UVs you want to keep intact, turn on “Mrg” in the Export options. This will keep the UV points merged.

Thanks a million, you saved my butt on this one :smiley: