I’m trying out the workflow for exporting a mesh, retopologizing, then reprojecting in RC. After cleaning I retopologized in ZBrush, was sure to copy the associated .rcinfo file and rename it to match the new FBX, no problem there but getting the message, “a texture coordinate u or v is bigger than 1”.
What is the workflow to ensure UVs conform to RCs needs? I saw a similar issue posted here Import obj with UDIMs? have not seen resolution to that post. Thanks for advising.
Hi Benjamin
can you send us one properly prepared UDIM model which has say 20-200 x 1k texture so that we can check whether it is set properly and why it is not working in RC ?
I’m attaching a mesh I had retopologized in ZBrush, a small 9 MB FBX, not sure how big the texture is. I originally exported a 8K texture, but I only worked on geometry downstream, except unwrapping the new UVs, and I’m unfamiliar with how these are checked or modified. First step is hopefully for you to see if there’s something out on either end. Thanks.
Update, have since looked further into the UDIM layout, found the UV Editor in Maya to show me what’s up. I now see that the UVs in the exported FBX from RC live in UDIM 0-1, as seen here:
Gothic_orig_28M.JPG
After cleaning and exporting from Remake, there’s clearly an issue with the coordinate system I’m setting, will figure that out, but the UVs seem to be preserved in UDIM 0-1 as see here:
Gothic_06_clean_28M.JPG
It’s only after the workflow in ZBrush transferring detail that the UVs are spread way outside the bounds of the grid, circled red:
Gothic_06_retopo_500K_02.JPG
I’m in the ZBrush Forum asking about how to manage UVs, what steps to properly import them and/or preserve them through export. For anyone who is rountripping through ZBrush and able to import FBX with UDIM 0-1 in tact, I much appreciate what workflow is used. Many thanks indeed.
This issue resolved last week, thought I’d share what sense I’ve made of it. The UDIM 0-1 leaving RC on export was preserved through Remake’s export after cleaning, focused on ZBrush and found that enabling Embed UVs on FBX Import> then later Use Existing UV Seams within UV Master, these settings import and preserve the UDIM 0-1 on export of FBX from ZB.
The original Component mesh is 130M tries, brought down to 750,000 tris after transfering detail in ZBrush, only minor differences seen in the high frequency geometry, all recoverable with normal maps, am still learning how to then also leverage discplacement maps to do the heavy lifting on mid-level detail, possibly allowing me to cut poly-count yet further in decimation. Here’s a couple sample renders from RC after projecting color via Texture: