ZBrushCentral

Using Zbrush to Texture With Blender 3d

Hey yalls,

Hopefully this comes as a welcome post as I’m new and cannot find a more appropriate place to post this.

My question has to do with UV mapping. Up until now I’ve used blender 3d and photoshop for texturing, but now I’m going to use the more powerful features of Zbrush to do this. I’m confused on one matter, and I wanted to get a quick answer to it before using too much time running in circles trying to figure it out myself:

What does Zbrush recognize as an export for an unwrapped model? If I mark seams on my model and meticulously layout the UV map will the same model complete with uv layout be present in Zbrush as well, allowing me to paint right onto the model while updating the 2 dimensional wrapped image?

Such a thing seems too good to be true – so I just wanted to get a little clarification on this since its the reason I bought zbrush.

I have been mucking with this also.
My two cents though a cheap and debatable two cents they are given my inexperience in blender.

Create the model, put uv’s on it in blender, export as object, import into blender, check that UV’s are enabled. Colorize the model, paint the sucker, create a new texture by going to texutre menu, create new ( make sure resolution is where you want it), export texture ( in texture fly out window at the bottom).

Reload in blender and do the blender thing.

Again, I have been messing with this for some time. I have been using uvb mapper ( to map uvs) on a mode started in zbrush, out to uvmapper, back into zbrush, then back out to blender. Seems I have to flip the texture map, Might be doing something wrong in there, but I am new to blender uv stuff. Any thoughts welcome by the pros out ther.