PDA

View Full Version : zbrush3.1 retopologize tool - maintains uv?


FabioMSilva
12-13-2007, 11:10 AM
hi, i recently went to zbrush imported a base head i made in max and added some sudv levels to a face and exported it with 2 subdv. i unrwapped that exported head from z and made a texture for it. but now i wanted to tweak some vertes, make some morph targets, and remodel some of the face and it's kinda being a very problematic issue since there are so many poly's on it.

do you know if using retopologize tool from zbrush, it maintains my uv coordinates from max on the newly Zbrush retopologized face, so i dont need to unwrap it again nor make the facial map once again(which took me sometime to build)?

looking forward to the awnser!

cheers!

Sil3
12-13-2007, 01:04 PM
The retopologise feature in Zbrush only makes a new Mesh and transfer the detail from the one mesh to the retopologised one, it doesnt do anything or transfer your Uvs.

If you have acess to XSi you can use Gator to transfer the Uvs from your previous Mesh to the new retopologised one.

hakanpersson
12-13-2007, 06:51 PM
You can import the old face to be retopolized, subdivide it to maximum level, and use tex->col to convert the texture to polypaint. When you retopo, both geometry and polypainting will be projected. A new uvmap should not take that long. Once that is done, you can convert the polypainting to a new texture. The side effect might be a slight loss of quality if the texture resolution is very high. But with just a face you should be fine *fingers crossed*

FabioMSilva
12-13-2007, 10:16 PM
thanks for the help mates :)!

CGTalk Moderation
12-13-2007, 10:16 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.