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Creating UVs in Zbrush...

Is it possible to create UVs in Zbrush, I created a low res model and exported it to Zbrush, I detailed it and I now want to create a normal map. The problem is, I cant apply the Normal in 3DS Max, since the UVs are inexistant…

I have two posibilities:

-Create the UVs in Zbrush, create the normal map and have them compatible with no posible problem of mismatch seam etc.

-Create the UVs in 3DS Max, but then I am afraid that the normal map will not correspond to the UVs created in Zbrush (I(m not sure of this, so consider this as part of my question…)

Anyways, if it works in 3DS please show me to some tutorials for creating UV coordinates; and if my method in Zbrush might work I would greatly appreciate some tutorials too…

Thanks a lot for your help!

It’s very easy to assign mapping in ZBrush.

First, create a blank texture of the size that you intend to export. A power of 2 should be used such as 512x512, 1024x1024, 2048x2048 or 4096x4096.

Second, press Tool>Texture>GUVTiles or AUVTiles. This must be done at subdivision level 1.

Your model is now UV mapped. Once you’ve created your normal map and/or texture, simply flip the image vertically before exporting both it and your model.

You can also import UV’s from Max after you’ve already started sculpting in ZBrush. Go to level 1 and store a morph target. Now press Tool>Import and load the mapped version of your model. Alternatively, at level 1 you will export the model, load it in another app for mapping, then import it back into level 1. Either way, it’s important that the new version of your model have exactly the same point order as what you started with. Otherwise your model will “blow up” when you change subdivision levels.

Wow, light speed answer, thanks a lot!
Zbrush is so easy when you actually know how to use it, but one little mistake can cause so many frustrations, especially for hobbyists like me who learn off tutorials…

Everything works fine in Zbrush, perfect normal map, UV Coordonates and everything…

I have only one problem remaining, the normal map that I have affected to the Bump Slot in 3DS Max seems to be fractured all over the model… Anyway, its ok if you don’t answer, I’ll experiment on my own, as long as it works in Zbrush its fine…

Having said that, I have had this idea of creating the major DO NOTS of Zbrush for people that are learning the program, since I am not an expert…

Anyways thanks a lot for the help!

Just a shot of the result in 3DS…

Test.jpg

sorry to bug you with this

I have detailed a model in zbrush and i want to export it on the lowest level into max, give it good UV’s, and then import back into Zbrush. however, my model keeps “blowing up” on import back into zbrush. i don’t change the geometry in max, i only add UV’s. do you have any idea what I may be doing wrong?
on export from zbrush, i set the exporter to qud NOT tri, exporting from max i set it to quads (not polygons or tris)…i can plainly see that the number of points in zbrush and max are identical…so the point order is obviously being screwed up…but where where where?

sorry having a fit

I even tested that I export from zbrush, and go through max, and come back to zbrush, without any change. higher subdivision still blow up. Plz somebody help

Have you looked at the FAQ>Other Apps>Max section here at ZBC?

Assigning AUV/GUV and I guess PUV tiling seems to have changed with Z4. Some menu items seem a bit re-oriented and I can’t locate the Tool>Texture>GUVTiles options, or at least not that way. I don’t necessarily want to use the automatic mapping as the permanent UV I just want to try to be able to Reconstruct Subdivs to get a lower level on an extracted piece of geometry that I probably should have extracted at level 1, but I now I’ve sculpted it and I really would prefer not to have to start over.