Is it possible somehow to keep original UV on meshes inserted by multi-mesh tool?
No, I am looking for a way to insert/scatter small details over a surface and keep their UV and original texture. Looks like once I paint those meshes onto an other tool/mesh they lose their UV. Not sure how UV master could solve this. Is there something to do to keep the original UVs?
Micromesh?
I don’t think the UVs can be carried along, as inserting with multimesh changes the topology and thus the vertex count / order.
Polypaint should still work however.
Thanks for the micromesh hint. Looks like it keeps original UV that way even after conversion into true geometry. To bad it’s possible to scatter only a single thing with micromesh
Not sure if a script could do it, perhaps but way beyond my abilities.
Agree, would be nice to have a script that would separate scattered proxy squares based on its color or something and then insert different subtools from other ztools file. I have no idea about how to do so also
Tried to do so by hand but seems Zbrush cant do the color based ploly groups on multiple scattered square shapes. It just hangs forever with any color tolerance setting
this would be nanomesh I suppose