ZBrushCentral

Zbrush + Maya - UV issues

Hey guys!

I don’t often post here but it sure is a pleasure to be here able to get help from you folks. Just hope i’m posting in on the correct part of the forum, do forgive me if i’m not!

I must first warn you that my experience and skills with Zbrush is very limited. I have not used it for a long time.
I have lately been working on a head model which was primarily modeled in Maya. The model was also UV-mapped within Maya then to be exported to Zbrush for further sculpting and detailing. I have within Zbrush at an early stage deleted half of the model to mirror-weld it without thinking about how this would affect the UV. Now at a rather late stage, I have discovered whilst exporting a higher-res model to Maya for a test render - that the model only have half of it’s UV-map (half of the head).

The UV-Map seem to apply to the entire geometry. Although it only shows one-half, selecting the UV-points results in selection of the entire mesh. It seems as if it is applied to both sides of the geometry.

Have I lost my complete UV-map? Or is there a way for me to ‘mirror-weld’ the UV within Zbrush somehow? If not - would it somehow be possible for me to import my Maya basemesh to Zbrush with the correct UV’s and copy the subdivision-levels of the ‘new’ model to the old? Or maybe even replace the SDiv 1 of the new model with my original basemesh?

I hope I am able to explain the situation, it is late and I should be sleeping. I just have not been able to go to bed without resolving the issue first. I am grateful for all help and would gladly expand with more screenshots and further explanation if required.

Thank you,

Fahim

Attachments

head.png

head2.png

Just select half of the face and move your island where you would like it.

Thanks for the fast response!
I am not sure if I understand you right. How would that help me getting back half of the UV-map which is missing?

Thank you!

Fahim

Your UVs aren’t missing, they are sitting on top of one another. You just need to select half of your mesh, convert your polygons to a UV selection and then move them. You may want to invert them in V though.