ZBrushCentral

UV problem after finished Model.

Please help somebody. So I create a low model in maya and uvs also. Then I export this model to zbrush and finished model in high quality and level. But then I chackt then I have UV overlapping! Not much I have not seed it before. What can I do? How I can ficks UV and no distroid my topology with hight level model?

I read some tutorials here with the same problem, but it not work by me. What I do wrong?

sory for my english :confused:

You could fix it in photoshop… the not so fun way of doing it…

or maby do a texture to color and then import a new version of your lowpolymesh with fixed uvs and do color to texture. If you have enough polys and a bit of luck it might work. Dont remember if it works… I think stuff got messy when I tried it. Try it out.

As long as the vertex numbers stay the same it should work?

How did you try to fix the UVs?

Without knowing more it is difficult to give the best solution. The following method will work but may not be your best shot.

1 ) In Zbrush, go to Subdivision Level 1 and press Tool > Morph Target > StoreMT (Store Morph Target).
2 ) Export your model with Tool > Export.
3 ) In Maya press Import and open the Import Options. Set Create Multiple Objects to false
4 ) Import the zbrush .obj model, apply UVs and export it again.
5 ) Back in ZBrush select your model, go to subdivision level 1 and import the .obj model with UVs (Tool > Import).
6 ) Press Tool > Morph Target > Switch.

There is more information on ZBrush <> Maya workflow in the FAQ and also the ZPipeline Guide for Maya.

Really really thanks to TVeyes
and your method. So easy so usefull!

thanks to that I was able to recovery one model ruined very important for me!!!

Thanks a lot dude, and sorry for my bad english… ;D