ZBrushCentral

Live Boolean Mesh not working with UV master

I have a mesh of a spacecraft with around 100k polys that has some concavities subtracted out of it with Live Boolean to add detail. The feature works great but when I try to use UV Master on the polygroup of the main shell of the hull, it either returns an error at the end of unwrap or it gives me a garbled mess of UVs that aren’t useable. I have tried splitting the hull up into polygroups and even splitting them off for separate unwrapping but still no luck.

I am assuming this is because the resulting boolean geometry includes a ton of triangles,very few loops, with some vertices having many shared faces.

Unwrapping by hand is almost impossible because of the polycount, lack of loops and panel lines making selecting of tiny polys very difficult without missing some.

Does anyone have any ideas how to get a nice UV result from a booleaned mesh? Many thanks in advance.

What about using ZRemesher on a clone of the model, then projecting the details from the original to the new mesh? From there you can UV to your heart’s content and will have nice topology as well.