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editing uvs in Zbrush

Hi,
I am doing my second model in ZBrush and have a bit of a problem. I have finished sculpting and doing now texturing when I noticed that on the sole of the boot that I am modelling uv are directly overlaying :eek: . I only need to tweak the uvs a little bit, can I do that in ZBrush without losing everthing I have done so far? Or somehow transfer the edited uvs on to the old ZBrush tool (original mesh comes from Maya 2009)
uvs.JPG
Help would be very much appreciated, thanks

there is a button at the top

search…use it

anyway

you can’t tweak the uvs once the detailing is done
you can use “project all”

re-import the obj file(the one with all the uvs laid out properly) and crank up the subdivisions of that mesh equal to the subdivisions your current detailed tool is having

now append the detailed tool as a subtool to the newly imported and subdivided mesh
select main tool and store morph target
click on “project all” in ‘geometry’
you’ll have all the details of the old tool projected to the new tool without losing any detail

if the mesh gets exaggerated at some places then use morph brush tool to store the the previous details
but then you’ll have to re-sculpt the details of that part

all the best

:+1:

Hey, there caligula666. You can do “project all” as annuimaginative suggest to get capture some of the hi res detailing that you done so far. I have done this kind of method in the past where I sculpted away and not notice the overlapping UVs but sometimes it can be a bit tricky and tedious at times. Trust me I have encountered this kind of problem before.

What I suggest in future sculpts is before you even start sculpting on your base mesh that you imported from an external 3d program like Maya or 3DS Max is to run a “UV Check” under Tool>Texture menu. That way you can be sure you don’t any UVs overlapping. If you see any red that means you have UVs overlapping and if not then you are fine.

However there is another way to recapture some of the details without using “project all” as annuimaginative suggested. Here are the steps:

  1. Export an obj. of the lowest sub division you have on the .ZTL you are working on in Zbrush and make sure you do your export under Tool>Export with OBj, Txr, Qud, and Mrg highlighted but NOT Grp.

  2. Import your obj. from Zbrush in Maya and fix the overlapping UVs. Very important: DO NOT MOVE THE VERTICES OR DO ANY CHANGES TO THE MODEL IN MAYA BECAUSE THIS WILL MESS UP THE POINT ORDER THAT ZBRUSH WILL ONLY RECOGNIZE. IF YOU MESS WITH THE VERTICES YOU WILL GET AN EXPLODING MESH IN ZBRUSH.

  3. Once you are done fixing the overlapping UVs in Maya export the model as an obj.

  4. Now back in Zbrush load the model you were working on in Zbrush and go back down to the lowest sub division level.

  5. Import the obj. that you exported from Maya with the fixed UVs and then go up to the highest sub division level and you details should be intact with the fixed UV’s.

If you want to make sure and see that the UV’s are fixed you can do a “UV check” on the lowest sub division level just to double check.:smiley: