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Importing UVs from headus to Zbrush

Hello people this is my first post, I actually posted this a little while ago but I think I posted in the wrong area, sorry for the messup.

I’ve just recently started using Zbrush, and have been following a training book and DVD titled “Zbrush Digital Sculpting Human Anatomy” by Scott Spencer. I’m presently working on the texturing chapter and have hit a problem. In the text the author recommends exporting a low resolution model and generating UV texture coordinates using Headus UVLayout, which I have done.

The problem that I have encountered is importing the UV’s into Zbrush. The text suggests that the Zbrush tool is loaded and drawn on the canvas, with the geometry set to level 1 and then to store a new morph target (this bit seems a bit weird to me). Next the object that was generated in Headus is to be loaded it into ZBrush; the text states “You will not notice any immediate change to the model.”, however my model goes crazy at this point and looks like dicarded chewing gum.

I’m using version 4 of Zbrush and the book was written for 3.5 (I think!?). I am therefore hoping that the process of importing UV’s has been made more streamlined and intuitive for 4

The text does state that UV’s may be generated from within Zbrush but suggests that this method may not give the best results, I have noticed however that there is a plug-in for Zbrush called UVMaster, is this plug-in able to generate UV’s that could compete with Headus? Perhaps I should use UVMaster instead!

I would be most grateful for any help or advice regarding this challange.

Best regards,
Dave

Hi Dave,

You will need UV Master plugin for this.

I hope this will shed a little light on your situation. You have a tool in ZBrush with multiple subdivision levels. You go to level 1 and export that and do UV’s in Headus. Next, make sure you have your multi subdivision level tool in the Tool palette in ZBrush. Import the Headus object with UV’s back into ZBrush and draw it on the canvas. Open UV Master plugin and click on ‘Copy UVs’. Select your other Tool with the multi subdivision levels from the Tool palette so it is on the canvas. Go back to UV Master plugin and click ‘Paste UVs’ You should now have your Headus UV’s on your multi subd tool.

Hey thanks for your swift reply zber2. I found a resolution to the problem which was to simply miss-out a step from the sequence described above; the part requiring a morph target. It’s is great however to have multiple methods for this task.

I also discovered that the object normals could cause problems too. My Zbrush object had double sided normals with the inner facing normals as the default making Headus read the normals inside out, I would therefore recommend anyone exporting objects to generate normals outside of Zbrush to turn off double sided, and then if needed to flip the normals before exporting. :smiley: