Hey all! I’m having some trouble with my workflow in obtaining several FBX files of different levels of detail, all with mirrored UVs using the UV Master tool. Specifically they are models with baked in surface deformation from the noisemaker.
My steps are:
- Create poly groups on my base mesh for UV master to use
- Add subdiv levels.
- Add noisemaker UV displacement
- Apply noisemaker UV displacement to model.
Now I have the model, still retaining the subdiv levels, with the noisemaker map applied to the geometry. This is for decorative detail on spaceships too big to use normal maps for, btw.
- Delete by symmetry
- UV Master unwrap to generate half the model’s UVs.
- Mirror and weld.
This would all work great, in fact does work great, except the only way I can do steps 5 and 7 is by destroying my subdiv levels, at which point I no longer have the zbrush subdiv stack to be able to export my deformed model at different poly counts. If I delete by symmetry/weld different levels independently as subtool copies, then copy the UVs to them, they don’t work on the mirrored side once I export the models.
Anyone got any suggestions on how I can apply mirrored UVs using UV master? I’m a bit of a noob, so UVing models without the aid of polygroups and UV master is a bit out of my reach at the moment and to be honest the volume of models I need to create, having to manually create UV maps is not preferable since UV Master provides perfectly good UVs except this issue with mirroring.
Thanks in advance!
Chris