I use 3rd party program for UV mapping on my objects from 3ds max, once I map them I import them back to 3ds max and then to mudbox for normal map creation and painting. This time I made a mistake and accidentally sculpted the original object from 3ds max, without creating the proper UV map. It has a good UV set, since I didn’t notice the mistake while sculpting, but it is not the UV set that I need. I really don’t want to waste time on sculpting again since I’m on a tight schedule, my question is this: Is the a way to somehow replace the UV map in mudbox and retain the sculpting info for normal map generation? Objects are identical, vertex IDs are unchanged (I think
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I know this is a longshot but I had to ask 