ZBrushCentral

uv workflow How?

Hi i have one question

if i export my low model make it max to Zbrush without a UV, then on ZBRUSH i can´t make the normal map with ZMAPPER correctly

if i apply an UV on ZBRUSH to my low 3dmax model (title, cylindr, etc) then i can´t put the texture correctly on to the parts of the model, because i need he UNWRAPED

If i UNWRAPED my low res model on MAx, then export to Z, sculpt to a high res model, generate de normal map with ZMAPPEr and then re export to max, i need RETOPOLOGY de model again, and when i finish the RETOPOLOGY model he is NOT UNWRAPPED so, i cant put the normal map generate on Zbrush

And if i RE mapped the RETOPOLOGY model again , he is not the same uv as the high model make on Z brush.

So HOW in the name of Jesus, is the workflow to uv a model?

I search but im not suremaybe this answer http://www.zbrushcentral.com/zbc/showthread.php?t=68039

thanks

if you never need to change the geometry (retopo) then you can unwrap in Max before you import into Zbrush.

If you have to retopo in Zbrush then you have to export out the new low poly, unwrap that and import it into the level1 subD of your model to update the UV’s.

??

[img]http://img6.imageshack.us/img6/7083/zbrushproblemuv2fx2.jpg[/img] thanks

I’ll try to wrap my brain around this. And I can understand your frustration. I’m new to this and can’t believe the effort it can take to do something so small.

You added some loops to the low-poly model, making it the high poly model. From what I understand, you did this so it doesn’t deform when you divide in Zbrush.

First, wouldn’t the low-poly and high-poly have the same UV map layout? So couldn’t you make the normal map from the high poly and just use it on the low poly? With my experience, in some 3D programs you can extra edges and loops and it accurtaly draws them onto the existing UVs. They’d be a different polycount, but I don’t think there’d be any distortion. So when you import the high poly into Zbrush, create the normal map with those UVs, I’d expect it would also work with the original low-poly model?

So again, are you losing your UVs from the low-poly when you made the high-poly?

2nd. Isn’t there an option in Zbrush to divide without smoothing? So there is no deform? Why create the high poly model? You could divide the low-poly once with no smoothing, then divide a 2nd time or more with smoothing to get the round edges before adding the scratches. That way the base is still the low poly model.

Also, the smooth dividing will shrink the model. Not sure about normal maps, but usually you need to load the original model, uneffected by zbrush, so the normal map or displacement will work correctly with that version and not made to work with the shrunk version. You can do this ahead of time by storing a morph target before dividing, or import it back in while at the lowest division.

What you could try, is assign smoothing groups in Max to keep the edges sharp and then import into ZBrush using Import and Crease plugin. This will lock down those edges.

You could also import the lvl 1 mesh into a layer, this helps pull your sculpt back into its original shape.