ZBrushCentral

Mirroing UVS

Ok…I need some help.

I built a mesh with all quads to sculpt, got it to level 6.

I created a low poly mesh for in game and got it to project all the detail of my first sculpt.

I now need to do the UVS of my low ply mesh. All of the body except for the face will use the same texture space.

Now, how do I go about creating texture space for half the model and not the face, then take it back into ZB3 and crate a normal map?

I’m getting exploding verts. Can export lvl1 from ZB, delete half the model, create UVS then mirror the model and swap it with the original lvl1 in zb?

Oh, I’m using 3ds Max 9 and Zbrush 3.1

Probably not. You’ll likely change point order by deleting half the model and re-mirroring which will foul-up the reload. A safer method would be to use a UV tool like Headus UVLayout (www.uvlayout.com.)

-K

Man…this sucks. I’ve read like 100000000+ threads on this. Why isn’t there a solution? Can we expect this to be fixed on the next version of zbrush?

I just wanted to keep my workflow straight Max to Zbrush. But I’ll take a look at that link, thanks man.

I was wondering…is there an easier workflow between maya and zbrush than 3ds max and zbrush?

It’s not something that can be “fixed”. The thing about multi-resolution editing is that higher levels are dependent upon lower levels. Change the lower level fundamentally – such as changing the point order – and you’re going to get a vertex explosion. You’ve scrambled the information that the higher levels are relying on.

There are things you can do, though. How about making the new version of your model and appending it to your original as a new SubTool? You can then divide it to have a matching polygon count and project your sculpting (and even your polypainting) across to the new version.