ZBrushCentral

**** Pixologic Release: UV Master (WIN & MAC)

Thanks for your help Morph, i really really appreciate it, i will give it ago. Another question, how come some of my meshes when imported back into zbrush keep thier subdivisons, when other meshes don’t? Its strange sometimes i export from zbrush into max do some UV work and then export from max, reimport into zbrush and my sub division levels are gone, other times they are there.

Basically i have 6 level object in zbrush, export it at level one as obj (Mrg). import into max work on the UVs, then export back into zbrush. Sometimes zbrush sees the 6 levels of divisions sometimes it doesnt. I must be missing something.

Ive decided to make another high res model…bah! such a learning curve but im getting there i think. Polygroup UV seems the answer to me. Just one question anyone? Is there away of deleting edge loops withinzbrush, with x mirror sym?

regarding the loss of subdivisions when you re-import
I know Maya can (and will) re-order vertice IDs if the mesh was created first in zbrush and it is the first time export to maya…maybe also true for max.
Basically it (maya) is re-ordering to suits its own “logic”.

In order to retain your subdivision levels the vert ID must remain the same.

Aside from the software automatically re-ordering vert IDs you should avoid editing the mesh with operations such as spliting an edge or booleans or combining or exporting multiple objects in the same file.

Editing UVs or the position/translation of Verts will not affect the vert IDs…
meaning you could scale or rotate or translate your mesh and edit UVs and it will still re-import into your ztl.

Note: there are import options in Maya which I turn off to ensure no re-order, check what you need to uncheck in max. Mind you in maya, even after unchecking the software will still re-order if it sees fit…solution make sure your mesh is clean before you go too far, usually this means establishing a connection between the two programs via import export.

Regarding deleting edgeloops

There is and there isn’t, if you know what I mean…
You could remove edges using the retypo tools but for dense meshes or tricky typological edits I would say use the “GOMax” plugin found here at ZBC under the scripts utilities forum and edit your mesh in max.
Alternatively you could manually do this by exporting to max fix then import back to zb and append as a subtool to you orig model and use the project all feature, then use the zproject brush to clean up.
This way you can transfer the details and polypainting across to a new mesh (new typology).
Note: the new mesh must be relatively close in shape/volume to the source mesh (orig)… basically tranfer from source to target.

as keanu would say “whoa”

Hi, I’ve got the same issue here. Also Mac OSX 10.5.8 and popup appears every time I click on ‘Unwrap’

Anyone knows how to solve this?

Thx

i was wondering if anyone has had a problem with decimated imported objs in Maya like in this thread http://www.zbrushcentral.com/showthread.php?t=85963&highlight=decimation+master

i cant connect to theserver to download it either, i get this error message
This server can only be accessed by the proper referring server. :frowning:
anyone have a wya to fix this? help…:frowning:

Has anyone else run across the problem where UV master takes forever and then crashes the program? Is there a limit on the number of active points?

I have decimated my model before attempting to unwrap to get the poly count down even lower but still have problems. Even other models with ~15,000 points can crash the program but usually just take 2min to unwrap. My current model is much larger but I want to keep some of the details.

Thank you and any help is appreciated!

Yup, I am having the same problem, exept that it states that the file was exported and then hangs Z

I would like to know the answer to this as well, does UV Master have a limit it can process before crashing?

UV Master have a limit of approximately 100-150k polys. You can find more information in its documentation. Also, when you have handles and tunnels in your geometry (like a mug handle), the computing can takes a lot more time. Then sometime, UV Master isn’t crash at all, but it is just trying to figure how to create seams to open these tunnels and handles.
If you have a lot of these specific geometry on a model with a lot of polygons. then it can really takes a long time.

Then to avoid such long process time, it’s advise to create various polygroups and use the corresponding mode in UV Master. It will create one island per polygroup and will also optimize the UV packing and the distortions.

Thank you for the response. I did find out about the 150k limit, but didn’t know about the rest.