ZBrushCentral

Problem: UV Layout and Displacement mapping - Help Me Please ?

Hi ,

If anyone can help me with this little problem I have I would really appreciate it . I tried searching the forum but I couldn’t find the answer .

Here is my problem :

  1. I create a low res model in zbrush out of zspheres

  2. Then I ‘create adaptive skin’

  3. I detail my model up to SubD6 or 7 .

  4. I take my model down to SubD1 and export as an OBJ. file so I can lay out my UVs in Maya .

  5. I open Maya and lay out my UVs .

  6. ( the problem ! ) When I import my model back into Zbrush it has no SubD history . I have only SubD level 1 . I tried reconstructing history but that didn’t work .

So basically I have a low res .OBJ file with nicely laid out UVs and a SubD level 7 Ztool that doesn’t have any UVs laid out .

Maybe I am being retarded but I just don’t get it . How do I lay out the UVs on my low res model, and still be able to up the subD level when I come back to Zbrush, so that I can make nicely laid out Displacement and Normal Maps ?

Anyone who can help me Thank You so much !!!

Best Wishes ,
Essclock

I think you have to make the UVs in Maya on the lowres mesh first before you start the high subdivision modeling.

Just learning zB myself, and you certainly want to do the UVs in Maya or Max before you subdivide. I chalk up the subdivs I did as learning project and start over. FYI: You can also utilize the UV groups to work on your sculpting if you UV first.

Good luck,
Leon

Hey guys, thanks for the replies .

I have worked out a solution to the problem . I am not sure if this is the way to do things but it seems to work just fine . This method will let you model first and do your UV layout at any point before you start making Maps . Which means you don’t have to throw away all those nice models that have no layouts .

  1. Create your model in Zbrush up to the highest detail level .

  2. go to a low res level of your choosing and export as an OBJ .

  3. Layout UVs in your chosen software .

  4. Export as an OBJ but now with nice UVs

  5. Back in Zbrush ,take your original Model up to it’s highest level and store a Morph Target .

  6. Take the SubD level to the level that matches the number of polys that you exported for UV layout . Go Tool > Import and select the low poly model with the nice UVs . This will import the UV mapped model into your lowest SubD level . ( I had to rescale the object afterwards cause it got really big ) .

  7. When you pull the slider back up to the highest level ( you will notice your object has become smoothed out and you have lost most of your sculpting detail ) . Go to the Morph Target menu and press the SWITCH button . Your High Res detail should return :smiley:

  8. Save as an OBJ . You now have all your SubD levels intact as well as a nice UV layout on the same model . Time to get mapping ! :smiley:

I hope this helps . If any of the more experienced Zbrushers have any corrections or better ideas then please share !

Best Wishes ,
Essclock

wow essclock, that’s a great workaround. Have you been able to extract a good displacement map this way? It seems like the rescaling might mess things up. I’m going to try this with one of my Lightwave objects. Thanks for the information :cool:

Hi Zoid ,

I am a little worried about the scaling and how it will influence the quality of the maps . I am also new to displacement mapping and still having some problems there that don’t really relate to this topic .

If you find out anything about the scaling please post it here . I will do the same :slight_smile: .

I did click Tool > Deformations > Unify before making maps . Maybe this can solve the scaling issue but I am not sure .

Best Wishes ,
Kevin

I just saw this, http://www.zbrushcentral.com/zbc/showthread.php?t=36433&highlight=scaling+displacement The last statement by Aurick might apply if you get problems from scaling. I also just read the documentation that goes with the MultiDisplace2 plugin. It really explains well how different applications read displacement maps and what you can do to get them to work with your program.