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Zbrush "Incompatible UVs" after editing in Maya

Hi guys.

Bear with me since this is the first time I tackle UVs.

1)In Zbrush I created a clone to unwrap UVs
2)I sent it to Maya to fix the layout, created a multi tile UV and then sent them back to Zbrush
3) Now I have my high res sculpted mesh with layers of polypaint and my low res clone with UVs
4) I try to use UV Master to copy UVs from the low res clone to the high res mesh but I keep receiving “Incompatible UVs”

Do you guys have any suggestion?
Many thanks

You need to copy the UVs to the lowest subdivision level of your high res mesh. There must be the same number of polys to be able to copy/paste UVs.

Hi Marcus,

that’s exactly what I’m doing. I’ve also baked all layers in my high res model. I set my high res to the lowest subdivision then I do copy and paste but for some reason I receive the error.

Could it be due to some incompatibility with the multi tile layout I set up in Maya?

I’ve discovered the mistake.

I Zremeshed the clone to create a better UV and so the two base meshes are different.

I suppose now I have to project everything on the clone and go from there.

If you’ve changed the vertex order somehow it would affect it. But just shifting UV shells around should not do that.

Edit: ah, I see you’ve found the problem. Yes, you’ll have to project the high res detail.

Looks like I have a different problem now: I moved the orientation of the clone in the xyz space while I was fixing it in Maya and now I honestly don’t know how to perfectly overlay the two meshes back in the same position.

You’ll have to use Tool>Deformation>Rotate and Offset to line them up.

Thank you Marcus, I’ll get down to it

You can also try to use tool.deformations.unify on both meshes.

This will however move both of your meshes in world space to the center. So if positioning is important in your workflow I would avoid this.