Hi, got a couple of questions for all you experts
I have a model that is in late stages of development, but I want to now change the way the UV mapping is done. Problem huh? More specifically, its currently GUV mapping and I want it to be non-overlapping spherical map, so I can play around in photoshop, and generally control the resolution of certain displaced areas. So here goes…
Firstly, how can i rearrange the texture into the new UV layout? I have done some preliminary tests, and the best way seems to be transferring the texture info to the object by tex-> col, remapping it, and then picking it up again with col->tex. This seems pretty good, but does anyone have a better way.
Secondly, how can I make a spherical UV with no overlapping? I read somewhere that you can store a morph target, smooth out the model and apply your mapping, then restore the target. This makes sense to me, but when i tried it, the UVs got completely scrambled. It was like the the beginning of the UV map was stretched right across the map, covering over all the rest of the texture detail. I’ll try to supply a picture of this…
Is there any way for me to export my base-level mesh, modify the UVs and reimport into ZB and retain all te high-level detail?
crossing fingers this all makes sense
heres a WIP of the model rendered in max:
http://karter.fdns.net/dan/pics/zbrush/eccles19.jpg