No worries, btw importing exporting skin clusters is no hassle these days either thanks to the script on this page ;) www.3dtotal.com/index_tutorial_detailed.php?id=1699&catDisplay=1&roPos=1&page=6#.U0YqAq2SzWw
Thank you so much. You saved me hours on my school project. The facial animations were already applied, but some of the UVs had collapsed to a single point. But I used this and was able to replace them.
Hello sir Adrew first af all i want to thank you for all your videos they are awesome!! you're helping a lot of people like me with them!! I have one request for you could you make a video about texturing and lighting? I love the way the skin of your models look, man they are cool! for example this model you used on this video of uvs! I will appreciate this a lot, could you? Regard from Mexico!! :
Hi kaikrazor, the shader is simply a ramp shader with the colour set to brightness and playing with colours. Will try and do some texturing at some stage.
Hello! First of all I wanted to thank you for such an in depth tutorial.I was following it just fine but I've run into a problem I can't solve and I'd appreciate any help. I've got my rigged model and the one with the uvs, and when I transfer the uvs I get a weird artifact i304.photobucket.com/albums/nn199/Cuvey/Captura_zpsb2ebdc50.png It's like every face is rotated. And it only happens if I try to transfer uvs to any of the meshes that are already rigged, skinned and with nclothes. If I copy the one that works, delete its uvs and then transfer them again it works fine. I really don't know what to do :(
sorry I don't know what's happening there. Make sure when you send to ZBrush that the original model is unparented and has zero'd transforms (0 for rot and trans and 1 for scales. Don't freeze. But I'm not sure if that's your issue. Good luck.
andrew silke I solved it! If you do exactly the same but writing the code instead pushing buttons it works just fine. I've got no idea why :S Thanks a lot for the help and the quick response! =)
long time of this so maybe what i comment now people already know , but theres other clean way to do this using a duplicated object with whatever uvs... plug the outmesh of good news objects uvs to the input geometry of that tweak node generated when skinning... and that transfer the information of uvs and also vertex...can be used as inner blendshape to reshape skinned geometry besides also transfer uvs
Great tip, Andrew! This saves me from a painful workaround of exporting/importing skinclusters
No worries, btw importing exporting skin clusters is no hassle these days either thanks to the script on this page ;)
www.3dtotal.com/index_tutorial_detailed.php?id=1699&catDisplay=1&roPos=1&page=6#.U0YqAq2SzWw
Thank you so much. You saved me hours on my school project. The facial animations were already applied, but some of the UVs had collapsed to a single point. But I used this and was able to replace them.
Fantastic video! I love all of your tutorials :)
Cheers mate!
how to transfer uv for combined multi object ?? with out seprtatng !!! any solutn??
Hello sir Adrew first af all i want to thank you for all your videos they are awesome!! you're helping a lot of people like me with them!! I have one request for you could you make a video about texturing and lighting? I love the way the skin of your models look, man they are cool! for example this model you used on this video of uvs! I will appreciate this a lot, could you? Regard from Mexico!! :
Hi kaikrazor, the shader is simply a ramp shader with the colour set to brightness and playing with colours. Will try and do some texturing at some stage.
Hello! First of all I wanted to thank you for such an in depth tutorial.I was following it just fine but I've run into a problem I can't solve and I'd appreciate any help. I've got my rigged model and the one with the uvs, and when I transfer the uvs I get a weird artifact i304.photobucket.com/albums/nn199/Cuvey/Captura_zpsb2ebdc50.png It's like every face is rotated. And it only happens if I try to transfer uvs to any of the meshes that are already rigged, skinned and with nclothes. If I copy the one that works, delete its uvs and then transfer them again it works fine. I really don't know what to do :(
sorry I don't know what's happening there. Make sure when you send to ZBrush that the original model is unparented and has zero'd transforms (0 for rot and trans and 1 for scales. Don't freeze. But I'm not sure if that's your issue. Good luck.
andrew silke I solved it! If you do exactly the same but writing the code instead pushing buttons it works just fine. I've got no idea why :S
Thanks a lot for the help and the quick response! =)
long time of this so maybe what i comment now people already know , but theres other clean way to do this using a duplicated object with whatever uvs... plug the outmesh of good news objects uvs to the input geometry of that tweak node generated when skinning... and that transfer the information of uvs and also vertex...can be used as inner blendshape to reshape skinned geometry besides also transfer uvs