ZBrushCentral

change uv layout midsculpt

This question is probably answered but I can’t find it, so aplologise in advance. I produced a model in Maya (model A) and flattened its uvs in Headus then exported the model (with uvs) as an obj. I then took it into ZBrush and sculpted it at higher subdivision levels, (model B). But I then changed the uv layout by taking the original model (model a) in maya and re flattening them in a different configuration in Headus. Can I import this new UV layout into ZBrush and apply it to the sculpted model (model B) already done there so that I can then export this sculpted model with the new UV layout?

If you haven’t changed the point order of the model, then yes. Assuming that you’ve been exporting this model at the lowest subdivision level, go down to that lowest level on the model with the old UV layout. With that tool still active, go to import and import the OBJ with the new UV layout. It should swap the geometry for the one with the new UV layout and you should be able to step back up in subdivision levels as normal.

db

Just a slight modification to the instructions. If you stored a morph target before dividing the model:


  1. Go to level 1
  2. Switch to the stored morph target
  3. Import the new version
  4. Switch morph targets again
  5. Return to the higher levels
If you didn’t store a morph target before dividing:


  1. Go to level 1
  2. Store a morph target
  3. Import the new version
  4. Switch morph targets
  5. Return to the higher levels
The reason you need to do this is that your new UV’s are applied to the original base mesh. That mesh has not been affected by subdivision smoothing. If you simply imported it into level 1, then level 1 would expand. When you return to higher levels, that expansion would be carried over to those levels, affecting what you’ve sculpted.

By storing a morph target and switching between it you can control which version of level 1 you’re working with; the original cage, or the multi-res version. Have the cage active when you’re going to be creating displacement maps. But have the multi-res version active before going to higher levels.

Thank you aurick and dustin for your response. zbrush is truly an amazing piece of software and its a great privelage to have access to this forum
Tony