Zbrush 3.5r3 Multi UV Displacement ....how?!

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  12 December 2009
Zbrush 3.5r3 Multi UV Displacement ....how?!

I have a single mesh where I've got 3 uv sets, the head on 0,1, the upperbody on 0,2, arms, 0,3, as opposed to them all within the 0,1 range albeit with smaller UVs.

I've already tried out the options for rendering a displ map in Maya on a different mesh with one uv set 0,1 and it renders perfectly. But when it comes to multiple UV sets using the same settings in 3.5 does not yield correct results in Maya.

In zbrush 3.1 you could render out multiple displ maps and each displ map would correspond to its specific UV quandrant, so I would get 3 maps with 1001, 1002, 1003... how do I do this in zbrush3.5????

  12 December 2009
not sure this video answers your question

video - specific 4:00 min

cgdreams - 3.5 group UV and adaptive crash

  12 December 2009
Thanks 3D3, but unfortunately it wasn't what I was after, he seemed to be just highlighting a crash problem when he chooses various options.

But I think the way to generate those displacement maps has something to do with the UV settings, but I don't know, any other tips?
  12 December 2009
bummer, in this video or another of his, he mentions that (if I remember correctly) that in 3.1 using all four uv spaces worked properly, but in 3.5 only the 1 (upper right) uv space works now.

try searching the zbrushcentral / posting your question, more people that are "in the know" could help better than I mumbled through here. good luck.
  12 December 2009
3D3, I really appreciate you finding all these tuts for me! Unfortunately they're all tuts for zBrush 3.1 ...but I think selecting UV groups is key, which the first video shows. I did try it out earlier but I couldn't seem to isolate each part by UV group by ctrl clicking. Which is why I was hoping someone who's been successful generating displ maps with 3.5 could tell me

I'm going to try again in a min and will get back to you, anyone else should check out the first link as I think this is how to generate the multi UV maps, i.e. you have to do it manually yourself by crtl clicking each part and generating a map for it, as oppose to zbrush generating them all at one time and labeling them 1001 1002 1003 etc
  12 December 2009
(Tenchi is old username )

Okay... Figured it out guys, in ZB 3.5 make sure you select UV groups. Check wireframe and all each group will have a different colour. CTRL + ALT click first group e.g. the head. ZB will mask every other body part (n.b. this is all 'one' subtool). Generate your displ map.

Now in Maya select one UV from the head, then click select shell. Turn to faces (hazaa!!) and add you displ to just the head!!

And it works! It might be different in say 3ds max, but I bet the principles are the same. Thanks to 3D3 for putting me in the right direction.
  12 December 2009
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