ZBrushCentral

Missing UV group

Hi,

Hoping somebody can help me with this problem regarding UV groups. First I’ll explain my workflow so far.

I created a character using ZSpheres which I then worked up through multiple subdivisions to roughly 8million tris.

I then exported a lower Sub division (around 250k tris I think) and ran this through MeshLab to knock it down to a reasonable representation of the final shape (12k tris).

Using this low rez, but messy mesh I then used 3D Coat (brilliant retopology features if you haven’t used it - every face auto-snaps to the surface you draw it over so no messing about with shifting verts individually).

Taking my new neat low res mesh (just under 10k tris) into 3DSMax, I unwrapped it and then baked my normals and ambient occlusion maps out using render to texture (amazingly Max didn’t die whilst using my highest res zbrush sculpt).

The mesh uses 3 UV sets as seen here.
UVsets.jpg

I’m relatively new to Zbrush, so I’m not sure if what I want to do will work. Which is where I need help.

Ideally I’d like to be able to open this low res mesh in zbrush, with my normal maps placed on it, but also be able to apply 3 plain textures as diffuse maps so that I can paint the diffuse onto the model, and then bake this information out to the plain textures.

If this isn’t possible, what steps would people suggest I take, other than simply painting the diffuse using my normals/Uv layouts as a guide in Photoshop.

Many thanks.

Attachments

UVGroups.jpg

I think you do actually have three groups, but two of them are nearly identical in color. What happens when you Ctrl+Shift+Click on a point belonging to one of those areas? If you end up seeing just the polys that you should be seeing, you can press the Group Visible button to change the color.

Tried that but it was just the 2 groups it found for some reason. Not a problem for now as I’ve since discovered the Decimation Master plugin and I can comfortably take it into max and bake my maps from there. Cheers :slight_smile: