ZBrushCentral

UV Unwrap across subtools

Hey guys. Thanks for any answers.

I made a model last night in Zbrush that I intend to animate in Max. Somehow, at some point, I lost all of my lower subdivision levels. So now when I go into UV Master, I don’t have enough memory on my system to unwrap.

I’m cutting my main model into multiple subtools, but I’m wondering if the UV unwrap will be negatively affected by being across multiple subtools. Do I need to slice my mesh up symmetrically, or does it matter?

Also, obviously I have to create a low resolution version of my model now, probably with Q-Remesher…do I have to apply UVs to that model as well, or will the UVs that I already created on the high-poly mesh be carried over?

Sorry, I’m kind of a noob to this workflow.

Thanks!

Edit: Alternatively, if anyone knows how I can locate and remove triangles from my mesh so I can use Reconstruct SubDivisions, that would be helpful.

(I’m assuming that Merge Triangles won’t be able to get them all. If it does, great :slight_smile: )

QRemesher wont preserve any UVs. It’s brand new topology, so if you’re aiming to retopologize your sculpt then you might as well wait until you have the new mesh created before you start giving it UVs.

The original sculpt shouldn’t need UVs as a result. There’s only a few specific instances I can think of where I’d give UVs to a model I plan on retopologizing (like if I plan on using UVs with NoiseMaker). Otherwise you can just project the polypaint from the old subtools to the new one using Project All (or bake the polypaint to the new mesh’s UVs using a program like xnormal)

Thanks Cryrid.

I won’t be able to bake maps without giving the original model UVs, will I?

I really appreciate all the help.

Because zbrush uses vertex colors for its polypaint, only the final mesh needs UVs for baking. The highpoly sculpt generally doesn’t need them unless you’re doing something more specific with them (or if the sculpt is your final model).