ZBrushCentral

SPOTLIGHT - UV Morph

Hi,

I notice I can flatten a model with ‘UV Morph’ and then paint and sculpt on the flattened object. Pressing ‘UV Morph’ to re-assemble the model destroys this work.

Photo texturing on a flattened model inside ZBrush is cool. How can I keep this data?

Thanks!

~S.~

How about setting the dimensions of your document to suit your UV needs, and making the background solid black (range set to 0) before morphing and painting. Then use the “grab doc” feature in the texture palette on the left side of your interface to capture the textured uvs, (perhaps you can also render first. I’m not sure if you will be able to in morph mode).

I haven’t tried this myself, but its a thought based on the technique of that great video from the ZBrush Classroom. It doesn’t seem to still be there, so I apologize to the artist who’s name I can’t remember at the moment.

I came back upon this thread accidentally when searching for a solution to a different problem. I have, however, come up with a solution to THIS question. (my apologies in advance if someone else posted this…I just worked this out this evening, although I’m sure others have discovered this)

Clone the mesh in UV master (and if you don’t already have assigned uvs, make and copy them so you can paste into the mesh later). Uncheck the show polyframe button and in the Geometry subpalette uncheck “smt”. Subdivide as much as your system permits.

Paint and use spotlight on these flattened, subdivided, cloned UVs and then in the tools texture palette, select “new from polypaint” . Clone the resulting texture so its saved in the main texture palette.

Reload your low rez model (paste the copied uvs from UV master if necessary) and apply your hi rez texture.

Other then applying things like labels to perfectly layed out UVs, I’m not sure how useful this technique is since there are no UV grid guidelines to work off of but I found it an interesting thing to play around with.