ZBrushCentral

uv's from max on existing z-model?

Hi!

I started sculpting this model directly in zbrush without any uv’s.
I nearly finished sculpting, exported my lowest subdivision in to
3dmax and unwrapped it. Problem is simple : how to apply new lowpoly mesh
with uv’s on a hi-res z-model (by not deleting all my existing subdivisions),
and be able to continue with polypainting and generating maps.
Can not find a tred whit similar problem, so plz, some links or quick
answers, I would be grateful
[01.jpg](javascript:zb_insimg(‘111571’,‘01.jpg’,1,0))[](javascript:zb_insimg(‘111571’,‘01.jpg’,1,0))
Tnx!

Odd that you couldn’t find any threads about this. I’ve answered it probably about 100 times before! :wink:

Here you go:


  1. Go to level 1 of your mesh
  2. Store a morph target if you didn’t do so before dividing the mesh. If you did, then switch to the stored morph target.

  3. Press Tool>Import and load the UV’d version. (It’s important that this new version doesn’t have a different point count or order than the original.)
That’s it. Your model will take on the new UV’s. Be sure to switch morph targets before going up in level again.

If your point count has changed, there’s another approach you can take:


  1. Stay at max level with the original mesh.
  2. Select any other tool and import your new version.
  3. Append this new version to the original as a SubTool.
  4. Make sure the new version is selected. Store a morph target, then divide it to match the poly count of the original mesh.
  5. Check your Draw settings. Zadd must be active to transfer sculpting. Rgb must be active to transfer polypaint.
  6. Press Tool>SubTool>Project All to transfer details to the new version.
  7. Delete the old version from the SubTool list.

tnx a lot aurick, didn’t change my vertex count, but it’s usefull to know that too,
cheerz!