ZBrushCentral

Replacing existing uv map in Zbrush

Hi All!

I loaded a uv map to my current ztool, but I’m not happy with the layout. I tried to import the new uv map but the uv’s don’t line up to the model now. I tried to flip them. It looks like the ztool is storing my old uv map onto the ztool (when I hit “colors to textures”) . How do I delete the old map and replace it with the new one in Zbrush?

Thanks.

Go to level 1 of your ZBrush model. Store a morph target (or switch morph targets if you stored before dividing). Then import the version that has the UV’s you want. Now switch morph targets and return to the higher levels.

Thanks for the response!..

I’m a little confused :rolleyes: and just want to clarify things. First off, am I suppose to store my morph target in conjunction with something else, like prior to using project all? or just store it as is? Second, am I importing a ztool that has the uv’s or importing just the uv map? Lastly, do I store morph targets on both ztools at lvl 1 , the high detail ztool and the desired uv mesh?

Thanks a bunch!

workflow.

export out lvl1
unwrap
save an obj
open the ztl
store a morph target
import the obj (on top of lvl1) This will replace the UV’s on that object.
that should be all you need.

Make sure you only import at lvl1
if it keeps your old unwrap destroy the UV’s by going to
tool>texture>disable UV’s

then do the steps above for you importing.

FCUK yeah!..you guys are totally amazing! I spent like literally almost 2 weeks trying to figure this out. I love this website! @_@

I owe you two a blow job ha-ha…

OKay, I just did this, and my mesh exploded when I switched back to the morph… all I did was change my uvs around and import it back into zb… and I did read the exploding mesh thread on this and this is very frustrating for me since I don’t want to go through all of this to fix my model.

I also did project all , but all it did was mess up the new model

Is there a way to fix this? thanks.

HaloAnimator OKay, I just did this, and my mesh exploded when I switched back to the morph… all I did was change my uvs around and import it back into zb… and I did read the exploding mesh thread on this and this is very frustrating for me since I don’t want to go through all of this to fix my model.

I also did project all , but all it did was mess up the new model

Is there a way to fix this? thanks.

your problem could be different, please post your pipeline and things of that nature

Hey sandman, I fixed the problem myself…I used the FBX converter and used DXF format to fix my issues. Took very long to fix it but everything is good…

Okay, it didn’t work as planned :(.

I am working in XSI

My system specs are

Intel Core i7 2.66Ghz
6GB of RAM
Softwares used: Headus UV Layout, XSI 7.01, and Zbrush 3.1.

I wanted to change the uvs so I can have two textures for my model…and I wanted to have them in Headus to be edited. But everytime i do this the mesh gets messed up in zbrush… and all I want to do is change my UV’s…I ended up disabling them in my current save. and I have another Ztool which is just a copy of the ztool, but just used for Specular map painting…grrr this is frustrating,

i wonder if headus isn’t changing the point order…once you’ve UV’d in headus, try the ‘update’ feature next to ‘save’ from within Headus.

Then select the obj that you used in zbrush…it will preserve everything and just edit the UVs. It will also make a copy of the file…rather than overwriting it.

I’m curious if this is the problem, so please let me know if this worked for you.

hope this helps!

ciao

OK, I am going to try that…and see what happens. I wasted many hours on this trying to update my uvs so I can have more detail on my game model…i am going to try update to see if my mesh doesn;t explode

Ok, no matter what i do here, the mesh still explodes, and ALL I WANT IS TO UPDATE MY UV’s. This has been a nightmare and it is forcing me to want to scrap my project :frowning: