PDA

View Full Version : Trasfering uvmaps to already made mesh?


Teemu
10-31-2005, 08:27 AM
Ok I'm newbie to zbrush so this may be stupid question.

I made uwmapped model in 3ds max and exported it into zbrush. I sculpted it and got this high detailed zbrush version. Now I noticed that there is an issue with uvmap in the base mesh. I fixed the uvs in max but now I have no idea how to transfer these new coordinates to the detailed model in zbrush.

shorter:
I have nice model in zbrush with sh*tty uvs
I want to use another model with different uvs as a base for already made detailed model

And this is what I've tried: I exported the new base mesh with better uvs into zbrush. Stored morph target for this. Then loaded high detail mesh, went back to divine level 1 and hit generate displacement. Well it creates a displacement map but with wrong uvs, which makes it useless for me. One solution would be to start all over again with the new base mesh but there must be another way to do this... I need good uv layout because I'm going to use photoshop for rest of the maps.

I tried to search a solution to this problem. I'm pretty sure theres simple way to do this but I just couldn't find anything from zbrushcentral or cgtalk.

Teemu
10-31-2005, 02:08 PM
Solved it. I did it in wrong order, stupid me..:rolleyes:
If someone is having similar problem:
load your detailed tool
go to divine level 1
import new base mesh and store it as morph target.

CGTalk Moderation
10-31-2005, 02:08 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.