ZBrushCentral

QUESTION: TOPOLOGY and UV!

Hi there,

I have a question here about work flow from modeling, retopology and unwrap uv and then projection details.
I have made a model in ZB(without uv unwrap) and I did retopology and export the low poly obj in to Max to unwrap UV, then reimport the model back to ZB. Here comes the problem, how could I project all the details from the high res model onto the new model or is there any other way I could unwrap the UV without losing the details?

If your low-res is just a lower-order subdivision of your hi-res model, e.g. same point order, etc. you can just import it on level 1. If not, then I believe that ZB 3.5 R3 will prompt you to project your current hi-res onto your imported model.

Failing that, the traditional way to project a hi-res paint job onto a new model with new UVs is:

  1. to convert your hi-res paint job to polypaint (txt >col, new from texture buttons, depending on your vestion.) If the hi-res is already a polypaint model, then you’re OK.
  2. Append the new model with new UVs to the polypainted hires model. Subdivide this model until it’s in the range of the hi-res (so you have it fine enough to capture your details.)
  3. Use Project All to project the paint from the original hi-res onto the new (subdivided) model with the new UVs. The new model should have the shape, details, and color of the high-res model. If not, you may need to clean up with the Zproject brush.
  4. Now you can generated color and normal maps according to the new UVs. Instructions are found in the Zbrush wiki/docs, but for color, it’s pretty much just go the texture menu and use “New from Polypaint” (or col > txt, depending on your version.) Normal maps are generated from the Normal map menu.