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UV unwrap and UVs from Maya [Answered]

Hello,
I feel sure I am missing a step. I am trying to generate high detail displacement and texture images form zbrush for a (med) poly mesh from Maya.

Even though I create UVs in maya, export the OBJ and import into Zbrush. When I divide the mesh and try and generate disp maps I have to Zplugin unwrap or create UV’s in zbrush which throws out any uv’s I made in maya.

Is there a way to keep the uv’s I made so that the diplacement maps etc load back onto the original maya model correctly?

Thanks

So long as your UVs are importing OK (and you don’t need to do anything special as long as you’ve assigned them correctly in Maya) then you shouldn’t need to create new UVs in ZBrush. If you do, then it is because you have used a function that creates new topology, such as DynaMesh or ZRemesher.

Cool thanks that helped