ZBrushCentral

Uv Layout Question?

I’m working on a project in Zbrush and pretty much have my model complete and I’m ready to start painting and texturing.
For starters I’m going to texture the characters body and head first then move on to all the other stuff (clothes etc.)

I droped the characters resolution down to level 2 and exported the body and head out and threw it in 3ds max to do the UV layout. With some help from Tucho Fernández Calo, I figured out how to work with the Pelt mapping feature and created my first clean UVlayout.

After that I exported my character back into Zbrush and did a Uv test. I Had a couple errors, but went back to MAX and fixed the overlap problems.

NOW finaly, Here is MY Question: Did I mess up by not doing the UVlayout before I started sculpting, because I lost all my detail when I move up in levels of the gemoetry. Or is there a way I can get all my detailed resolution back?

In order to keep the high rez work you have, export and UV subd 1 of your tool. Do not change the vert count or order and you should be fine. The new subd 1 should import into ZB over the subd 1 of the high rez and you will be all set.

Cool thanks for the info, that was simple enough. Now I got another problem though. When I go up in level detail my model breaks apart and becomes distorted. I was reading a thread about this problem a while back(I’ll have to find it and read it again.) I rember them saying it was something to do with changing the mesh into a poly in 3dsmax and you should leave it a mesh. But I did leave it a mesh so… I’m not sure why I’m getting the distortion. Any ideas? Also I didn’t touch any verts or move and faces and I didn’t collapse the layer panel in 3dsmax.

Ive never had it explode with either edit mesh or poly applied in max. To be honest, ive never had a mesh explode while doing this, and its part of my standard workflow. My only suggestion would be to search this forum for “exploding mesh”. There are tons of threads on the topic. Sorry i cant b much help beyond that : /

I got it figured out. After you make your uvmap in max and export out your .OBJ file you have to import the .OBJ back in to 3dsmax and export that out as a .OBJ again. Then import it over the Sub level 1 model in Zbrush.

Most be some software clash between Zbrush and Max.:rolleyes: Or something extremely technical thats way over my head. Anyways, its working now so…Yea! Thanks again for the help I apreciate it very much.
-Chris