Zbrush workflow between low hi poly uv


#1

Hi all

I got some heavy troubles annoying me on zbrush .

I usually do as fallow :

1 : create a low poly mesh in max , export it
2 : sculpt hi details in zbrush
3 : export the lowest version to do the unwrapping in a proper software such as max
4 : reimport low poly version in Zbrush , copy the uv using uv master to the hi model .

And there this is at this point that the uv are … problematic . The main form of the uv is still here , but apperently each polygone are not welded together , wich result into a catastrophic baking from normal map .

I found my way by exporting the hi poly version , and do the normal map baking througth xnormal .

However , now i have also made a nice hi poly texture on my model , and i would like to know how i can finaly resolve my uv problem , wich is the copy past function of uv master .

So please let me know if anyone has a solution about that m cause i m really getting crazy and pushing my nerves at a maximal level :banghead: . I already looked on youtube or google about this issue , but nothing poped up :sad:

here is a little picture of my problem


#2

I’m not sure why you need to copy uv’s using UV Master. Simply importing the low poly mesh with the uvs you set up will update the the uvs up all the divisions you have. You might have to do an import twice in a row to actually see ZBrush actively do the subdivision update.
The only time I had the uvs break apart was when the normals were reversed.


#3

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