Game Development Community

3dsm/zbrush uvmapping error

by Jordan Fye · in Artist Corner · 03/24/2011 (10:39 pm) · 13 replies

So i made my character model in 3dsm. First time trying zbrush, but i uploaded my model to zbrush. I worked in zbrush for about 10-15 hours tweaking my model and texturing it and painting it in zbrush. Exported it back to max and the uv mapping from zbrush didnt apply.
Come to find out, you have to uvmap your low poly model in max before you import it to zbrush and start your modeling and painting.
So I spent 10 hours in zbrush making my model incredibly detailed and polypainted it perfect and created an amazing texture map. But now i cant apply the texture in max because i never mapped the original low poly model.
So my question is, So do I have to restart from scratch and uvmap my lowpoly char in 3dsm, then import to zbrush and do everything all over again??
I tried just uv mapping my .ojb i exported from zbrush but it is around 30,000 polys and made me want to pull my hair out.

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Today ill work on the art portion of my game... Well what about this script... Oh this youtube video is hilarious... todays progress 0%


#1
03/25/2011 (5:02 am)
Unwrap your original in 3dsm.
export that low poly model to obj.
In zbrush, import it to the lowest sub div level of your high poly model, and there you have your uvw map...
#2
03/25/2011 (7:49 pm)
yea but the step i missed is that i never unwrapped my lowpoly model before i took it into zbrush. now out of molding that model into a higher poly model i have a whole new .obj except its impossible to skin because i never mapped the orig lowpoly model :(
#3
03/27/2011 (8:55 am)
you can import an unwrapped low poly model into your lowest sub-division level of your zbrush model, and then reproject the high poly details onto that...
#4
03/27/2011 (10:50 pm)
Jordan, I hope you have not overwritten your ORIGINAL 3ds model from before you exported to zbrush, that's the one to unwrap.
otherwise, in Zbrush you can regenerate the low poly mesh to export as obj. and unwrap that in 3ds.

Hope this helps...
#5
03/28/2011 (9:49 am)
you can also use zbrush to unwrap your model with uv-master and 3dsm will recognize the model, In fact with the latest advancements in zbrush i hardly use 3ds any more except for import and export of the low poly model. Just follow some of the tutorials for uv master on pixologics site, unwrap the model and when you bring it into max you can then tweak the uv's to your liking.

This is just another method to UV the model, however Peters method is just as valid as well the steps are:

Export the lowest sub-d to max, unwrap in max, import to your lowest sub-d in zbrush, project highpoly detail/poly paint back onto the model, or...

use UV master on lowest Sub-d, project high poly details and polypaint back onto new UV'd model, export to max,

if you dont like the UV master's UV's you can add a step and import to max tweak UV's and Export back to zbrush
#6
03/29/2011 (4:46 pm)
@ peter, the lowest poly subdivision is still 10,000 haha, so im just starting from scratch. i didnt know you could make a 1000 poly model look so good in zbrush (when i went to animation school we didnt have zbrush, had to extrude everything you wanted with 3dsm, haha)

@ ken thanks so much! ill checkf out uv master tonight.
#7
03/29/2011 (11:07 pm)
you could also do some retopology on your model in zbrush to create a low poly version of the high poly mesh, so you don't have to start all the way from scratcth just yet ;-)
#8
03/29/2011 (11:07 pm)
...page crashed and made an extra post...
#9
03/30/2011 (5:04 pm)
I actually just started over from scratch. I can whip up a nice character in about an hour or two so it was no biggie. I just spent so much time in z-brush and i didnt want to lose my work hah. You live and learn!!
#10
03/30/2011 (10:52 pm)
The lessons that stick the longest are the painful ones...

Happy Z brushing Jordan!
#11
09/16/2011 (1:20 pm)
I know this is old, and you have probably figured this out already. There is a way to project your polypaint onto another model you have unwrapped in max. I would not suggest unwrapping in zbrush.

http://forums.cgsociety.org/showthread.php?t=965078
#12
10/14/2011 (2:59 pm)
Hi John, could you provide some details on not suggesting unwrapping in zbrush? Is it due to the quality of resulting UVs or lack of control or something similar?
#13
10/17/2011 (8:39 am)
In my experience, it seems to me that you have much more control and many more tools within 3dsmax for unwrapping than you do in zbrush. I have not looked into zbrush unwrap tools in 4, or 4r2, so they may have added some new stuff in there. Really it comes down to what works best for you, if you can get good unwraps out of zbrush faster than you can out of max, then that is the way to go.
#14
08/02/2012 (5:08 pm)
UVLayout is the best tool
If you want I can unwrap it.
No charge either.

Steve