ZBrushCentral

PolyMesh 3d help!

Hi folks,

I’ve recently been working on making multiple displacement maps for a model at work. I seperated the uv’s so that the head is in the 1000 uv space and the body is in the 1001 uv space. I followed Tony Jung’s tutorial on this very subject. Tony Jung’s Tutorial
To get more details on the face, Tony seperated the head from the body by hiding part of the model, then hitting the “make polymesh 3d” button at the highest subdivision level, and then reconstructing the subdivisions and dividing the model more times so he could get more detail. It sounds like a great method for getting more detail on the displacement maps, but the only problem is, when I try it, I lose my UV’s! Is there a setting in Make PolyMesh 3D that preserves UV’s!? The only reason I need this method, is because I need my model to have very detailed displacement maps for up close shots, and my machine won’t allow me to divide the model past 3 million polygons, so I need to be able to divide the head independently of the body to get more resolution for the displacement map.

If I could get Tony’s method to work, it would be exactly what I need, except for the UV’s being killed when I use Make Polymesh 3D!

Let me know what you guys think about this…

Was the model created and UV’d in another app? If so, then you shouldn’t need to use the Make PolyMesh3D button. Simply use the Tool>SubTool menu to split the model where you want it. The new SubTool will retain the original UV’s and subdivision levels.