ZBrushCentral

UV overlap...Why? How?

I’ve been using ZBrush for a few years now and am currently using 3.1 on Windows.
Up until now all the models I’ve had to deal with have not had overlapping UVs. That is, all the models I’ve ever worked with in ZB have had all the UVs in the 0-1 range.
But I was given a (humanoid) model to make texture and normal maps for and it was in OBJ format, but had the head overlapping the body UVs. So I moved all the head UVs over into the negative exactly one unit and exporeted the model out as OBJ. So the body UVs are in 0-1 while the head UVs are in -1 -0. But when I do a “Check UVs” in ZBrush it shows the map as being overlapped, like it was before I transformed the UVs.
Why is that? Is there a setting somewhere I’m missing?

Thanks for any help. :slight_smile:

Just as an update here…
I have checked the UVs of this model in Lightwave and Maya and Mudbox. Sorry to mention the competition here, but I have to use that other sculpting program sometimes too. If it makes any difference, I don’t like it. :slight_smile:

So the UVs are showing and behaving in those other programs exactly as I created them, yet still ZBrush shows the head as overlapping the body.

Does anybody know what’s up with that or what can be done about it? I’m starting to panic since I’m on a deadline here and I’ll have to spend all weekend at the office in Mudbox if I don’t figure it out in ZBrush. :eek:

think of Zbrush as looking at only 0-1 in UV space. It currently can only understand 1 set of UV’s.

once you’re ready to create textures if you go to
tool>polygroups>UV groups
it will let you break the model up by the UV’s that have been established in each UV region.

from there you can go to
tool>subtool>grpSplit
to tell Zbrush to break each object by its UV’s. That will allow you to generate the texture that you’re expecting to be made.

Hope that helps.

I have a solution for you. I was, up until recently perplexed by the over lapping uvs when I had moved them over to their own space, what I failed to remember is that you have to arrange all of the UVs in the 0-0 space first and then move them over in a group to the other UV spaces so that they all have their own UV space but they do not overlap. I hope that what I just said makes sense.

Hey, thanks a whole lot guys, you saved my weekend! :slight_smile:

I got it working. I wasn’t aware Zbrush couldn’t see more than one UV region without being told, but I have it down now. :slight_smile: