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View Full Version : UVMapping Issue and Tri Polygon Problems



rezin8
09-19-02, 02:21 PM
I am having a certain problem with texturemaster, everytime I paint on my imported object with a standard brush I get these outlines on the back of my model? I am aware of the "B+F" button on texture master and it is turned off -- I placed these images demonstrating exactly what's happening. As you can see image 2 armor back, the silhouette of the frontside detail is showing on the back when I paint even though "B+F" is not selected. The color I used is green to demonstrate clearly. Can anyone explain? Sorry, I have nothing witty to quote from at this time.

rezin8 :) http://www2.zbrushcentral.com/zbc_uploads/user_image-1032470139dmg.jpg http://www2.zbrushcentral.com/zbc_uploads/user_image-1032470198xvo.jpg

jibberish
09-19-02, 03:06 PM
i don't know if this will help, but in the Tool Pallete, under the little screen where you can see your tool, there is a button that says "double". click that...i don't know if it will help or not.

josh

rezin8
09-19-02, 03:16 PM
Where exactly in the tool pallette?

"Do or do not there is no try?"
Yoda - Empire strikes back

aurick
09-19-02, 04:02 PM
I believe that the problem is due to the fact that your model is partly embedded in the Clipping Plane.

When you draw the model, switch to either the Move or Rotate gyro (Transform>Move or Transform>Rotate). Then click outside of the gyro and drag down. This will pull the model toward you, out of the clipping plane. Once it is completely in front of the clipping plane, try using the TextureMaster, and see if that fixes your problem.

RogerE
09-20-02, 09:54 AM
Is this an imported 3DS Max model? It looks like part of Michel Roger's Joan of Arc model (http://www.3dtotal.com/ffa/tutorials/max/joanofarc/joanmenu.asp). If this is the case, I think that the way the model was uvmapped in Max could affect how it works with Texture Master. I may be wrong though. I haven't tried importing any Max models myself.

rezin8
09-20-02, 12:10 PM
Thank you for your response, I'll give what you said a try, I did have one more question for you as well. Please take a careul look at the model, did you notice the cross hatches on the mesh, I was wondering what could be causing this?

The model was created in Max 5 then exported as a .3Ds then imported into Maya, then exported as an obj file, then imported back into Zbrush. Is there a seting in Maya that allows the best possible export for models into Zbrush? --


I know that zbrush likes obj's in a quad format, but is there something else I could be missing>?<

And yes, the model was a tutorial of Joan of Arch. I am using the model my brother created from this tutorial as a test for painting in zBrush. Nice eyes, I was wondering if anyone would notice.

Thanks again for your replies.


I had no Idea that texturing models could be this fun again..//

aurick
09-20-02, 12:47 PM
The cross-hatching is the polygons showing. When you import a model, ZBrush's subdivision surface smoothing is turned off by default, allowing you to see the polygons.

Simply change the Tool>Smooth slider to a value of 1. The slider to the right of that allows you to smooth things even more, should you wish (its default value is 3, but it can go a LOT higher).

This smoothing is different from Tool>Modifiers>Deformations>Smooth because it doesn't affect the geometry of the model. It's a render smoothing, only.

rezin8
09-20-02, 01:01 PM
I downloaded the KB Alien head tutorial for texture master and did notice the smoothing option under Tool/Modifiers/ Subdivision Smoothness Tolerance and I did set it to 1. So what you are looking at is already set to 1. If I use the slider to the right of this, will it affect the geometry? If not I will try it? I don't want to change the geometry.

rezin8
09-20-02, 01:12 PM
There is something not right with this mesh. I tried the slider to the right and everything looks the same but it runs alot slower, so it made things worse. I am using an SGI workstation with a gig of ram and a wildcat card and dual processors and it runs sluggish so this is not a good option for me. There is something definately wrong with the mesh I think...I will upload the mesh if you want it and maybe you can tell me what you think.. Thats if you have time. I understand how busy you must be.

aurick
09-20-02, 01:15 PM
Please zip it and email it to matthew@pixologic.com . I'll take a look.

aurick
09-20-02, 03:25 PM
OK

I've taken a look at the model and there are two issues.

Let's deal with the "quilting" effect first. This is caused by the fact that the model is made of tri polygons rather than quads. When you go to import the model, choose the Polymesh3D tool and then set the Tool>Inventory>Tri2Quad slider to 100. Now import the model. The mesh will be converted to quads, which will smooth very nicely using the Tool>Modifiers>Smooth slider.

The second issue is the UV Mapping. It sucks. The same texture is applied to the front and the back, both. I would recommend clicking Tool>Modifiers>Texture>UVTiles or Uvs (spherical) before you start work with TextureMaster. This will remap the model to either the new UV Tiles method or the good old Spherical standard.

Alternatively, after you have imported it into ZBrush (converting to quads as you do so), you can immediately export the OBJ again. Then take it into UV Mapper (http://www.uvmapper.com) and assign your own UVW mapping to the model. Save the remapped model, then bring it back into ZBrush for texturing.

Either way, you will have nice smoothing and nice texturing. :tu:

rezin8
09-20-02, 04:57 PM
:) :) :)

You are truly the man.

With all respect I appreciated the time you took to help us out. It has been a long time, since my first introduction to photoshop, have I been eager to learn a new app. It looks like zBrush will be my new focus and I look forward in assisting others like you have done for me.

Thank you again and if we can assist you anytime let me know.