ZBrushCentral

Re-importing Repaired UVs With Mesh of Multiple Subtools - HOW?

I know this has been answered in these forums many times but I have never read an explanation of how to re-import UVs with a mesh containing several subtools. If it has been answered, I apologize for the double-post but I have not found it after searching for two days.

I have a mesh sculpted in ZBrush 3.1 (created in 3DS Max 9) and if it was just one single piece, no problem BUT: it contains 5 different subtools. Here is the process I have found from similar UV solutions in ZBrush Central: 1. export the mesh at its lowest level as an .OBJ. But do I export each subtool as a seperate .OBJ? Or is there a way to keep all of the subtools together somehow? 2. Open up the .OBJ in Max 9 and repair the UVs 3. Re-export them as .OBJs 4. ?????? So how do I re-import each .OBJ into my "multi-subtooled" ZBrush mesh replacing each subtool with the repaired UVs? It's probably something very straight-forward but to someone like me who is just learning ZBrush, it is very confusing and I would really appreciate a simple step-by-step walkthrough. Thanks in advance and extra thanks to all of those who have taken the time to help out others with ZBrush problems!

Keep everything as separate subtools and export each subtool as it’s own OBJ. That way every subtool/obj can have it’s own UVW map. The only time I combine subtools is if I plan to create a new topology of the combined form. Then, of course, I have to make new UVs for the new geometry.

Thanks for your quick response dusitnbrown!

But after I fix the UVs of each subtool, how do I import them into my ZBrush mesh?

Do Import them all together or is there a way to import then switch the new .OBJs/subtool with the old .OBJs/subtools?

That is the big thing that is confusing me.

For each SubTool, go to level 1 and then import the new version. This will replace the previous UV’s with the new ones.

Thanks for your reply, dustin! I will give it a go and see what happens.

Cheers!

hi, aurick, thanx your answer, but i suffer a little prbm, hope u help me to figure it out.

i sclupt a head with Zsphere , retopo the mesh , down to lv1 ,export to maya for laying out UV before i export obj again.

i have finished reimporting my new-version obj with UV, but if i make my mesh rise up to high res level, my mesh explode, all the vertex scatter away, i dont know how to fix this problem.