ZBrushCentral

Keep UVs After Subtool Merge?

Hi, I’m done with my model and I’ve given each subtool GUVTiles so I can export my polypaint as a texture. Now, when I merge all of my subtools(hands, legs, arms etc.) My subtools get all jacked up. Like, I’ll try to export a texture from my merged subtools but it comes out all pixelated on the model. I’ve tried make GUVTiles after merging subtools but Zbrush just crashes on me(Not Responding). I’ve tried UV master but it’s not letting me because my merged model is at 6 million polys. I tried Decimation Master while trying to keep the polypaint but Everytime I decimated afterwards(even a little bit) the model turned out HORRIBLE, whereas I use it without keeping the polypaint, it works just fine. How can I successfully make texture from polypaint and export it to one model without this happening? Do I have to have each subtool go to a separate OBJ with it’s texture and then put them back together in the 3d program I want to use? In this case it’s Cinema 4d. I’m on Zbrush 4.0 if that helps.

Before merging your subtools together make sure they all have the same number of subD levels.
i.e.
hand has 3
body has 6
subD the hand 3 more times so it also has 6

merge the 2 meshes together at their highest subD level
reconstruct lower subD levels (I think this is automated now, but I’m not sure)

Once you’re back to subD level 1 generate your UVs
make your textures.
decimate the mesh keeping UVs
export out the new meshes.

If your 3D program can support the high HP level and supports vertex colors then you can just import in the object without any of the hassle of this (but it will be a huge file and have major slow down)


Right now you’re generating UVs per object within 0-1 UV space, so each object is trying to use the same UV space and Zbrush doesn’t know which pixel to put where because they are all fighting for the same space…if that makes any sense.

Hope this helps.

Thanks, will try out later and let you know if it works out for me.