ZBrushCentral

Re UV mapping a sculpted/textured mesh

I want to clarify if it is necessary to re-UV map a Maya mesh brought into ZB (previously UV mapped) if the overall shape has been significantly altered and other details have been added/sculpted in ZB. I will need to create Disp and Normal maps for rendering in Mental Ray, so I’m assuming the answer is yes? Would the ReUV command within Geometry menu do this? I prefer to use Headus for UV mapping, but when I use GoZ, save it in Maya as an .obj, re-map it, and open it back in ZB, all the previous texturing I did is gone, and just the levels of higher Geometry remain. Please clarify what I’m doing wrong and a possible solution

Thank you

Hope this is of some help to you. http://docs.pixologic.com/user-guide/zbrush-plugins/uv-master/

I would re-UV with UV Master, and select the option to use existing UV seams. That wAy your seams will be in the same place, but your mesh will be relaxed properly to minimize distortion from the extra sculpting that you did.

-Patrick

I’ll try that- thanks