ZBrushCentral

UV & Mesh Mirroring in Max/ZBrush

[Zbrush 3.1, 3DS Max 2008]

I have a mesh that I’ve finished out in Zbrush, but now needs UVs applied in
Max. Normally this would be no problem, but I need to create a mirror UV set
for this one, as its a game character. Two hands, feet, etc.

I’ve tried importing the mesh, splitting it in half, UVing, then mirroring/welding
it back to its whole. As I feared, thats ruining the vertex data and importing
back into Zbrush causes the model to fragment. And I still need to generate
my normal and PolyPaint diffuse maps.

Can anyone share some insight into how this is typically done in the industry?
I feel like I’m missing some important, obvious steps here (?).

Thanks very much;
-n

You’re doing it right, just in the wrong order. :slight_smile:

  1. export out to max
  2. Unwrap half of the object.
  3. Place unused parts in a corner (very small)
  4. Import into Zbrush
  5. Create maps
  6. Import obj into max (or use the same file that you UVed from)
  7. Delete the extra half, mirror, weld.
  8. Apply maps.

Hope this helps.

Ah, this was what I needed, thank you ever so much! And from a fellow Michigander no less.

For those of you following along at home, be sure to create a cloned copy of
your UV’d character, collapse the stack, and then cut and weld. I had some
order of precedent problems when I got to that point and destroyed some
of the UVs on the test object.

Thank you again;
-n