ZBrushCentral

Need direction to UV map a model from Z-spheres

Well first off lets say I’m new to z-brush but not new to modeling in general. I know when creating a character in XSI/Max/Maya you must model, uv map, paint, rig, animate. The step I’m stuck on in z-brush is how to uv map my little spider I made. I made him from z-spheres.
Untitled-1 copy.jpg
I think I got this guy where I want to make the uvmap so I can sculpt and paint.

My question is how do I uvmap this spider? Is there a way to do it inside z-brush? If so is there a tutorial? I viewed all the Z-brush classroom videos and they all seem to skip over how to uv map. They go from sculpting to polypainting.

I currently have XSI so do I need to export it and use XSI to uv map it? When exporting from z-spheres I assume you use the 1 sub level so you don’t go crazy trying to uvmap 1000s of polys.

If some can let me know a direction to go I would greatly appreciate it.

Here are some more views of my spider.
[attach=141229]Untitled-2 copy.jpg[/attach]
[attach=141230]Untitled-3 copy.jpg[/attach]
[attach=141231]Untitled-4 copy.jpg[/attach]

Attachments

Untitled-2 copy.jpg

Untitled-3 copy.jpg

Untitled-4 copy.jpg

you will need to unwrap it in XSI. Zbrush doesn’t have an unwrapper.
go to the Zclassroom and look up the MAX>Zbrush or MAYA>Zbrush things, those will give you an idea of the workflow

but to sum it up for you.

take your zsphere mesh.
tool>adaptiveskin>make adaptive skin.

find that mesh. “skin_xxx”

take that mesh, and export out a version you want (probably level 2 or 3) level 1 will be all boxes and can create problems in the unwrap later…

import that into XSI. (don’t move it, don’t change ANYTHING on the model)
you can only add properties to the model (I.E. your UVs)

once you unwrap, export that out as an obj

inside Zbrush load the tool you want to import the UV’s onto
go into edit mode
tool>import>find the unwrapped mesh.
your UV’s are now there.

Try this out on a simple object until you get the workflow down first though.