![]() The sculpt should automatically update, giving you all the subdivision levels/detail, along with the new UVs. Though expensive, it costs less than half of Maya’s fee. 5) Pricing: It is expensive with a high annual subscription fee. It is primarily used for sculpting, painting, and modelling. 4) Applications: Diverse uses sculpting, rendering, animating, etc. Once your old mesh has the UVs on it, then you can load it back into zbrush. ZBrush can produce high-resolution models with a polycount of up to 40 million without a GPU. ![]() You may want to look into this small script which looks like it automates the process a bit more for you. Since you mentioned having 3dsMax I believe there is a Projection Modifier you can use. So you’ll want to export your mesh from zbrush, and find a way to give that the UVs from your new unwrapped mesh. You need the vertex order to be identical, which means you can’t really split up your new mesh and expect zbrush to see it as the old one(it might look visually identical to you and me, but as far as the data goes, vertex#122 could be in very different places). ![]() surely there must be a way to get zbrush to recombine these?ĭoes the sculpt data even show up as anything if you Goz him into max? surely if I could see the data I could apply it to the uv unwrapped mesh somehow? Or vice versa can i goz the zbrush one into max and somehow paste the uvs onto it from the unwrapped one? (if there are any max users here) I tried taking the uv unwrapped one into max exporting just the body and then selecting the body subtool in zbrush and importing my exported body obj from mask but the option to reapply topology didn’t even come up he just went in separately with no sculpt data. Poly paint cannot be exported without Uvs BUT zbrush has a pretty decent uv-ing tool, as long as your mesh is not gigantic, it can do the trick. I loaded all of the subtools from the high poly mesh separately using append to the low poly, then one at a time used project. I brought in the original low poly mesh that I subdivided when I started the sculpt, and am using this to project the detail. Please tell me the simplest way to do this really need help I have tried two methods, 1st being to use project all in the subtools menu. Now I cant get him back uv unwrapped into zbrush. Took him into Headus uvlayout, unwrapped great, spent ages getting him perfect. ![]() So I exported him as one subtool under the option in decimation master. Same problem but now I think I have made it even worse. ![]()
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