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Digits
03-11-03, 06:14 AM
I am hoping someone can tell me what I am doing wrong. With the new capability of zspheres being able to hold a texture I took Stonecutter's Truckin man and attempted to texture and animate him. I posed and then created a texture for him. I then took it to Texturemaster for a quick texture test and then used the texture in my animation. I was very careful not to change any of structure of the model but used rotate to move the limbs. This is what I got.

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047391997hjq.gif

Is it because I tried to move him too much? or is there something else involved that I am not doing right? I used the default AVTiles to create the Texture.

Thanks for any help, it would be cool to be able to use my Poser widget to make animations with full on textures.

aurick
03-11-03, 10:05 AM
It's hard to say, exactly, without having seen the workflow, but here are some pointers:

First, I recommend skinning the model and texturing that. Then you can apply the same texture to back to other poses of the model provided that you have not changed any of the skinning settings.

Second, be sure that you follow these steps (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010200) when using AUVTiles.

Third, if you have followed the steps above and the texture is still breaking up in places then it most likely has to do with either ZSphere placement or movement. For example, if your spheres get too close together at any point (causing the mesh to fold in on itself), then the texture can break up. In fact, viewing your animation and how only certain places are breaking up I would suspect that this is indeed what's happening to you. Try experimenting with slightly different positioning of the spheres where the breakage is taking place.

Pixolator
03-11-03, 12:40 PM
Hi :)
I'll add one more item to aurick's reply...
When you animate a ZSphere object and generate a mesh for each of the 'poses', the resulting mesh will be composed of polygon sizes which are different than the original pose. In order to ignore the size of the polygons and produce a consistent AUVTiles mapping you need to use the AUVTiles with AUVRatio of 1.
A larger AUVTIles ratio will produce a pose-depended optimized AUV mapping, keeping the AUVTiles at 1 instructs ZBrush to ignore the size of polygons and only evaluate the polygons-count and distribution order.
-Pixolator

Digits
03-11-03, 02:06 PM
Thanks guys

I will try your suggestions, especially about creating the texture from a skinned model and read that link. I am sure some of the problem lies with the model folding on itself, there are a couple places like that. I will try a simplier model and see how it goes and post my results here.

Digits
03-11-03, 08:05 PM
I think the two big steps I missed

1. Skin your model and create the texture on it. (Saving it as a ZTL with texture allows you to re-load it to work on it more)
2. Right after you create the texture, as Pixolator mentioned, you have to push the AVTiles button to have it calculate.

After those two steps I was able to make a admittably dorky animation. ***** around with it. Close Zbrush then reload my model texture and work on it some more. Then animate it with my same Zsphere Poser Animation files! superneatobandito

http://www2.zbrushcentral.com/uploaded_from_zbc/200303/user_image-1047441864uml.gif

drjjwow
03-11-03, 10:14 PM
nows hes cooking.. look great digits..