I just recently downloaded the trial version of ZBrush 3.1, and I’ve been trying (with varied success) to learn how to use it. Although it’s a far cry from its true purpose, I really only aim to use ZBrush to create so-called “sculpted prims” in Second Life, which is just one way of saying that I want to use ZBrush to create objects with a very specific topology and a very low polygon count so I can use them in Second Life.
I solved my own problem by following the following instructions:
Re-Importing Uvs
I don’t know what it did, but it fixed things up. I was able to make a new texture using the newly imported UV, and the exported texture looked the way it should, and it also worked with SL. Anyone know why this might be?
I apologize for bumping this yet again when nobody has responded, but I wanted to clarify what it was that I had done to solve this problem.
Like I said, I followed the instructions above, which I found in the ZBrush help files. However, I forgot to specify the context in which I followed those instructions. Let me rephrase it in words more specific to my situation, so it makes more sense:
Re-Importing Uvs [i.e., getting back the default UV from the 32x33 sphere I had started out with, before I messed it up]
Works like magic.
There are great tutorials and an app that helps export ZBrush sculpts as sculpties in Second Life over at http://www.shiny-life.com
Unfortunately, I think I’ve already learned all I can from Shiny Life, but thank you anyway for posting the link!