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Gettarobox
01-07-04, 02:04 PM
i imported an obj that i made and uv'd in maya and then painted it with texturemaster but the uvs are totally different when i try to load the texture from zbrush onto the model again in maya. anyone have a clue what's goin on here?

wchamlet
01-07-04, 02:23 PM
You probably need to flip the texture vertically.

Gettarobox
01-07-04, 02:30 PM
why does that happen? and should i flip it in zbrush or in another app?

TVeyes
01-07-04, 02:38 PM
It does not matter which app you flip it in, just as long as you flip it. It is the UV coordinates that are different not the picture so you could in fact flip the UV's instead. But there might be another problem regarding vertice reordering in Maya. I sent you a PM.

Gettarobox
01-07-04, 07:37 PM
flipping the texture worked. i made the bumpmap on the coat with texturemaster. http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1073533028eil.jpg

Gettarobox
01-08-04, 09:07 AM
so does the uv map get pulled in to zbrush or does zbrush assign it a new one based on the vertices? I seem to get different results depending how the model was made.
for example I didn't have to vflip the texture on a head that was made by mirror copying one half of the head and merging the two halves. Hmmmm....

aurick
01-08-04, 09:51 AM
ZBrush will use whatever mapping has been assigned to a model before it's imported. Alternatively, you can create your own UV's in ZBrush using AUVTiles or one of the other options in the Tool>Modifiers>Texture menu.

For more information on this subject, check out the Quick Reference Guide (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010737)