ZBrushCentral

Transferring UV's! HOW!? UPDATE: SOLVED

Hey!

I want to know if there is a way to transfer the UV info from a object (.obj) unwrapped outside of Zbrush on to the same object inside of Zbrush.

For example, I already have a model up to 7 subdivisions and I want to unwrap the low res so that when I project a normal map it’s nice and clean so I dont have to use GUV or AUV.

Thanks!

Kicker

Have you done a search of the forum, sounds awfully familiar…

The question I have is what do you mean by clean? You will get the best results form GUV. Just curious why this route is necessary for you. :wink:

When I use GUV I get nasty seams and inverted RGB channels in my normal map, its really strange. I’ve tried messing with seam overpaint in the zmapper settings and fix seam settings in the tool:texture settings. Ill do a search, thanks!

You can export level 1 of your model, remap it, then import the new version back into level 1 of your mesh. This will update the UV’s. It’s simply critical to make sure that your settings in the other software never change the point order of the mesh.

Hey guys, I exported my level 1, remapped and imported…everything looked fine until I tried to go to another sub division level then the model exploded. Literally. Any ideas? I didnt change anything except the UV’s and have tried placing the UV’s somewhere other than the default space. I am using Maya 7.0

Thanks!

and to answer your question about “clean”… I just like my UV map readable so I can bring it into photoshop, I like projection master, but prefer photoshop.

I had exactly the same trouble, but my problem now is resolved. What I did is after all the tweaking in zbrush of the model. I kept it at a sub d level I knew maya would be able to deal with. Then I did a UV texture projection within maya, cylindrical in my case, and tweaked the cvs, sothat the mesh was clean, and no overlapping. Next I exported the obj as it stood in maya with Uvs assigned,and imported it to zbrush. Now when I created my texture and started to texture in zbrush via proj master, it created a lovely unwrapped texture. Changing sub d levels did not make any difference.

In short you can bypass all mapping in zbrush totally if you do it in maya.

This is importing into an existing ztool with subdivision history?

I have a model with 7 sub divisions. I exported the first level as an obj, imported and unwrapped in maya then imported back into zbrush where the original level was. THEN when I tried to switch to a higher sub division level the mesh explodes.

Are we talking the same thing here? Or do I have to import it, then immediately create a new texture before switching levels?

When you exported the mesh did you allready press GUV or UV tiles before?
That’s probably the reason your mesh exploded.
So when you make a mesh you must export it as it is. Don’t press anything except maybe Autogroups. I hope that works for you.

Magician is right. You create your mesh at a low level. Then export it to Maya. Do the UV layout in Maya. Import it back in Zbrush AND THEN you should begin DIVIDING your mesh to HIGHER levels and begin sculpting it more precisely and texture it.

i have a problem same as ANUBIS, i have a model that i unwrapped and imported as .obj from 3dsMax and subd’d it in zbrush upto six levels then i exported the level 1 to 3dsmax and solved some stretching issues and when i import it to zbrush again at the same sub d level i.e. (level 1), my mesh explodes when i go upto lvl6…its driving me insane…somebody anybody …HELP! :rolleyes:

There is no problem importing a newly-UV’d version of the model into level 1 of a multi-resolution mesh. BUT YOUR POINT ORDER MUST NOT CHANGE. If you import the new version and the model blows up when you change subdivision levels it’s because one of your settings in your other application caused the points to be reordered.

You might want to check the settings in your preferences. Look under Import/Export and make sure that iFlipX isn’t activated.

I fixed it!!!

Here are my settings in zbrush when exporting:

obj and quad are the only buttons depressed.

when importing into maya to remap UVS:

preserve references is checked and use namespace is also checked

resolve “clashing nodes” with “the file name”

create multiple objects is false

exporting from maya:

[color=Black]default file extensions is checked
and every file type specific options is turned off

[color=Red]importing low res unwrapped into zbrush

[color=Black]everything is turned off.
tri quad and weld on 0

Hope this helps! I will be posting pics of my normal map soon.

[Great-Normal-test.jpg]

aww finally. Good looking map.

[Lambert Render.jpg](javascript:zb_insimg(‘44807’,‘Lambert Render.jpg’,1,0))

yay!

Congratulations!:slight_smile: I’ll try it out and see if it also works for me. I had the same problem myself.

dude i tried the settings that you mentioned and it works… two thumbs up for you …the reason for the mysterious exploding meshes is that somehow max was changing the vertex order…but when the settings are applied right for exporting obj’s out of zbrush and max it doesnt go crunch!!.. il post the mesh and final renders here soon…salut!!:+1:small_orange_diamond:+1:

you’re welcome! can’t wait to see the renders!

Thats news about the Maya UV remedy, but what about max? I have max and my model also explodes when trying to switch out UV’s.