ZBrushCentral

old UV on new topology

I sculpted a T-rex and applied normal/disp maps in maya and these are the test render results;

If you look carefully, the bumps on her skin are not the right size (some are small, some are not, this is doesn’t look like the original sculpt at all) so I retopoed again in 3D coat focusing on the bumps this this is the new one;

and here’s the old one;

I unwrapped and textured everything using the old one and now I’m looking for ways to apply this UV onto the new topo. Is there anyway I can do this using zbrush?

I tried projecting the new one with the old one level at 3 but the toplogy didn’t change and the bumps were too thin

I can’t see your pictures as they’re externally hosted, and ZBC wants to to attach the files directly. However, you can transfer detail to new UVs via one of ZBs methods for transferring detail, then generate new texture/normal/displacements from the new geometry:

http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/transferring-detail/

If I’ve misunderstood your problem, I apologize.