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Post by offerhalla on Jan 1, 2023 20:58:36 GMT -5
Hello! So I recently tried using zbrush to remesh a piece im working on, but after remeshing in zbrush the UV islands are completely different and scattered/weird looking. Is there any way to keep the uv's looking the same after remeshing? I tried watching a few videos but neither had sound so I found them really difficult to follow as I didn't really know what they were doing.
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Post by mauvemorn on Jan 2, 2023 4:02:09 GMT -5
Hi. You can preserve polygroups and then transfer uv_0 the same way you transfer uv_1. That said, I’d advise you to just unwrap the mesh in blender, really. You just need to put seams in places where they were originally (or close). The uvs you get from MD are stretched or shrunk (unless you tailor the garment exactly like real tailors), so it poses a problem with projecting textures on them (if you want to use patterns or graphics). If the seams are in the same places they exist on the real garment, you’ll get nice uvs after unwrapping
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Post by offerhalla on Jan 7, 2023 15:37:04 GMT -5
Hi. You can preserve polygroups and then transfer uv_0 the same way you transfer uv_1. That said, I’d advise you to just unwrap the mesh in blender, really. You just need to put seams in places where they were originally (or close). The uvs you get from MD are stretched or shrunk (unless you tailor the garment exactly like real tailors), so it poses a problem with projecting textures on them (if you want to use patterns or graphics). If the seams are in the same places they exist on the real garment, you’ll get nice uvs after unwrapping Thanks for the reply! Sorry for being so late to respond lol, I tried transferring the UV's the way I normally do, and while it does unwrap the UV in the way I want the islands are a little strange looking. The edges look kinda distorted as you can see here. Is there a way to make them look, well, not like that?
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Post by mauvemorn on Jan 7, 2023 16:26:21 GMT -5
People say that if you will mark seams on your item and on the reference, it will take that into account. It never worked for me, even when i split them, but you can try. Another way is to select all border edges, assign a new vertex group to them, and transfer uvs with the default Face corner data for this group only. It doesnt work in most cases, though, lol. And the fail proof way is to separate each pattern of your retopologized item and of the reference, then transfer uvs from the front(reference) to the front(retopologized), back to back, etc. Note that sleeves would have to be split into 2 (front_sleeves and back_sleeves)
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Post by offerhalla on Jan 7, 2023 19:36:27 GMT -5
People say that if you will mark seams on your item and on the reference, it will take that into account. It never worked for me, even when i split them, but you can try. Another way is to select all border edges, assign a new vertex group to them, and transfer uvs with the default Face corner data for this group only. It doesnt work in most cases, though, lol. And the fail proof way is to separate each pattern of your retopologized item and of the reference, then transfer uvs from the front(reference) to the front(retopologized), back to back, etc. Note that sleeves would have to be split into 2 (front_sleeves and back_sleeves) Yeah I tried marking the seams and got the same result again, how do I transfer the UV's from the front and back of the mesh separetly?
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Post by mauvemorn on Jan 9, 2023 10:02:08 GMT -5
- import the original garment from md to blender. If you exported it from MD as unweld, switch to Edit mode, select everything with A, P - By loose parts, then give each part reasonable names (r_front, r_back, r_sleeve_f, r_sleeves_b, etc). If you exported it as well, select its uvs map, select everything with A, UVs - Seams from islands, select one edge marked as seam, Select - Select similar - Seam, Mesh - Edges - Edge split, select everything, P - By loose parts, give names; - import your mesh from zbrush. If you used polygroups, it will come split into multiple meshes, so just rename them(new_front, new_back, etc); - transfer uvs from r_front to new_front, r_back to new_back, etc
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Post by offerhalla on Jan 9, 2023 12:02:36 GMT -5
- import the original garment from md to blender. If you exported it from MD as unweld, switch to Edit mode, select everything with A, P - By loose parts, then give each part reasonable names (r_front, r_back, r_sleeve_f, r_sleeves_b, etc). If you exported it as well, select its uvs map, select everything with A, UVs - Seams from islands, select one edge marked as seam, Select - Select similar - Seam, Mesh - Edges - Edge split, select everything, P - By loose parts, give names; - import your mesh from zbrush. If you used polygroups, it will come split into multiple meshes, so just rename them(new_front, new_back, etc); - transfer uvs from r_front to new_front, r_back to new_back, etc Okay, im definitely getting MUCH better results with this lol, but with the sleeves im still having a bit of an issue. They seem to overlap in the UV, as you can see here. I tried separating the seam so its two edges, marking it as a seam, but no matter what im still getting this result. I used Nearest Face Interpolated for this result, when I use Nearest corner and best matching face normal it looks like this instead. Do I need to split each arm into two pieces to fix this?
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Post by mauvemorn on Jan 9, 2023 12:44:30 GMT -5
You need to separate not the left sleeve from the right sleeve, but the front on both sleeves and the back. In uv editor select half of the uv island of the sleeve and that will be the front (or the back), do the same on another sleeve, separate the selection, name it, name the remaining one. Do the same with the retopologized mesh
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Post by offerhalla on Jan 9, 2023 16:03:06 GMT -5
Thank you! it definitely worked out so much better, just one final question lol sorry for asking so much but this is my first time using zmesher! My UV's now look like this, is the gap between them okay or do I need to connect them?
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Post by mauvemorn on Jan 9, 2023 17:32:25 GMT -5
Select that edge loop and W - align x, then W - remove doubles with 0,0001(or more). Then in uv editor press Q, open the panel to the right (try N maybe it will open it), then change Grab to Relax and enable something like Pin borders, run along that straightened edge loop
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Post by offerhalla on Jan 9, 2023 20:57:46 GMT -5
Thank you so much for all your help! I've been struggling with this part of the process for a while lol
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