Hi, sorry by the late reply, lots of work here.
Hey everyone! Hope you’re well
I’ve been busy learning to use Vue etc 
Mirrored, I got that ivy generator, haven’t tried it yet but watched the tutorial, looks brilliant!
So… the posed creatures i’ve got… I UV mapped the unposed one fine, got it into Maya, even Vue etc, but without eyes… (I can import the eyes separately in Maya which is fine)
My question is, do I need to re-do the UV maps for the posed creatures? I think in Vue you can set materials by polygroups, not sure how that works, but I was thinking of just merging the eyes into the main figure so that it’s one complete model. This is fine, apart from when I do the merging, it removes all my subdivisions, and I think i’m supposed to have the lowest subdivision on when making the UV maps etc?..
Please help! A tad confused… what’s the best way to get my hi-res posed creature models into Vue?
Brooke x
Hi, great Ivy is very useful.
http://www.pixologic.com/docs/index.php/ZPipeline (you can also download in PDF form from there).
Have a good one 
Please help me?
Vue does recognize polygroups. Each group can be selected individually and assigned a different material.
Hugomx, in ZB4 that is a problem, you still can use 3,5 for retopo. A workaround in ZB4 is to use the append method instead the rig method. Real quick:
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Clone your highres mesh.
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Pick the cloned one and take it to the lowest division level.
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Pick your high res back.
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Go to topology in the tool palette. “Select topo”. Pick your low res mesh (the cloned one).
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Edit topology. Begin to delete and edit your topo. When using adaptive skin preview no autohide for high res mesh, just go to subtools and hide high res to check the adaptive skin.
I suggest you to start another thread, because currently the initial discussion here has evolved to different topics. Good luck.
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