Question about zbrush and UVs
Sorel
Posts: 1,412
I am currently working on a character, and I think I have the morph the way I want it. Now before I start sculpting the finer details and painting the skin, I have read from a few venders that zbrush does weird things sometimes with UVs when exporting/importing between GoZ bridge. Is this still true, and if so, is it better to export the figure as an obj and import into zbrush? This will be my furst time doing any of this so I just want to make sure i dont screw up along the way somewhere.
Post edited by Sorel on

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I am not a vendor, but Zbrush will flip a UV map vertically. I always make sure "flip v" is ticked before exporting any ZB maps. :-)
I have a question about ZB and UVs, also -- UVs and the G3 figures. I have to divide the G3 figure into subtools to get the maps to apply properly, even after UV grouping polygroups and merging similiar groups.
Is this normal?
Hey, Sorel, there is a thread called ZB and Studio tutorials in this forum, and I found the answer to my question in it. :-)
I thought I copied the link, but it won't paste.
http://www.daz3d.com/forums/discussion/59111/studio-to-zbrush-tutorials#latest
Aha, there it goes! Anyway, that thread might answer your questions, too. :-)
Loading a morph via the GoZ bridge won't do anything to the UVs if you're just loading a morph.
I saw this thank you! I guess I can move forward with my character now.
No, you don't need to separate the, jus keep her as one subtool (in some cases, you absolutely must not). If you used groups in the options, you should be able to select any given map (head/torso/arms/leg etc.) by using shift ctrl click to hide everything but what you're selected, you can mask all of your selection by ctrl clicking in am empty part of the document and bring back everything by shift ctrl clicking an empty space. You can also, with something hidden, shift ctrl drag in an empty spot and invert the selection. With visible parts where you have created a mask with ctrl to select or paint, you can ctrl click an empty spot to invert the mask or ctrl drag to remove all masking.
Use Multi Map Exporter to create all your maps.
Thank you.