QUOTE(Lord McGoat @ 12/31/05, 01:51 AM)
The polycount is the same, because I re-merge the mesh after the UVing is done. And no, there isn't a problem unless you didn't see the problem coming and have already done the all the detail in zbrush
So it's basically a one-off thing that I have to sort based on an oversight.
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i've built in a tool with peltingTools that allows you to transfer uvs between objects with different vertex orders - take a look here to download:
http://www.sunitparekh.com/pelting
it's called 'brute force transfer uvs' (under the menu Tools -> Transfer UVs) and takes about 3-5 minutes for a mesh that has around 15,000 vtxs (on my laptop, that is).
you'll need to load the closestPointOnMesh plugin for the script command to work.
you can also use peltingTools for unwrapping, if you like
there's a list of features that give you extra control over your pelts, and your vertex ordering doesn't change
my workflow also includes zbrush, and i also sometimes map my uvs after roughing out the forms in z.
cheers,
sunit