ZBrushCentral

Multi subtool all in one texture map?

Because i usually make my uvw-s in 3ds max, and recently i’ve been making them in Zbrush

does anyone know how i can unwrap multiple subtools (e.g. eyes, teeth, tongue, torso) into one uvw map
in Zbrush OR can explain the pipeline for doing it using other programs.

many thanks

I work on a clone that has every subtool (I want to share a texture) merged into one mesh.

interesting, i’m working with polypaint, so you’re saying that you would paint everything then make a clone and append all the clone subtools so it’s all one mesh, then that uvmap would be applied individually to all the objects? that works fine does it? i would’ve imagined zbrush would get confused by that.

I tend to keep my painted sculpt and my UV’d lowpoly as two different meshes.

so how do you put their textures onto the same uv map?

i tried a bunch of things, tried unwrapping the merged then seperating subtools, but it wont recognise them, tried unwrapping individually then merging (with merge uvs on) but that just overlaps them. I’ve just gone back into 3dsmax and started unwrapping there but i’d still like this question answered for future reference

Have you tried multiMap Exporter enabling the MergeMaps button?

When i have multiple subtools that i have done the UVs with UV master they will cover all the UV space each subtool. In order to have all in the same UV coord space you can try this:

-Merge all preserving UV button in a new tool at the lowest subdiv (each subtool in one polygroup if want all to be in diferent islands)
-UVMaster plugin>Use Existing Uv enabled and polygoups, Enable Polygroups
-Press Unwrap Button and wait for the result
-Then you can check and edit the UVs while Flatten mode. So there you can scale and position the UVs as you want
-UnFlatten and Copy the edited UVs
-In the Merged Tool Paste the UVs and split in separate tools as you want or Paste over each subtool in your original Tool.

Hope this helps

UV Master on a merged result will lay out the UVs onto one map.
From there you can bake the with MME plugin, or with a program like xnormal. Both will combine the result to a single texture.