ZBrushCentral

UV mapping workflow

Hello guys! I’m pretty new to “proper” UV mapping, I can’t get the UV master UVs to look quite clean, so I was wondering what the best workflow is for doing UV maps in an external program is?

First making an UV map and then importing it seems like the most natural, but if the sculpt is too complicated to to bake on the first subdivision layer, does this mean I’ll have to redo the UV map for a higher subdivision level? And will things change if I make a “sloppy” UV master UV, bake onto that, get the results I want, transfer the model to for example Maya, make a proper UV, transfer it back and bake again?

Thank you very much!

UVmaster has settings that help control where the seams get cut so the UVs can come out more as desired. you have to explore that.

once an object has UVs, they apply to all subdivision levels. if you import an object that has UVs, you can subdivide and use any of those levels. the UVs still apply.
only when you remesh will you lose the UVs.

Thank you! Great help!