View Full Version : TEXTURE MASTER QUESTION
JUSTNPROUD
02-04-04, 01:48 AM
Im trying to produce a skin for a tree that i can export to another program for application to the same tree model.Apart from getting the message(pic included), once i applied the texture in the other program the texture appeared to be in tiny tiles. how can I use texture master to produce a clean texture on my tree model?By the way.The texture looks alot better in Z than in the program im bringing it into.Like i said it looks real blocky there.
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1075888359ogl.jpg
andreseloy
02-04-04, 02:03 AM
If you made the texture 1024x1024 or 2048x2048, press in the texture panel in your actual texture size, put one of this and then press clone>export texture.Probably this workĄ
Andreseloy
JUSTNPROUD
02-04-04, 06:13 AM
No that did not work.I still get the message and this is what the tree looks like once textured in the other program with the texture I made in zbrush with texture master.it appears to be a polygon question or something.Notice the blocks.i took the tree from the zspere tut.i guess the real questiuon is how does one use texture master in conjunction with a zsphere model to produce a finely textured result? http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1075903976slo.jpg
wchamlet
02-04-04, 08:10 AM
You might want to try the fix seams button in the texture menu. Also check and see if the texture is somehow flipped, if it is, it's probably flipped vertically. You should be able to fix this problem with either one of the above mentioned workarounds.
Svengali
02-04-04, 10:01 AM
JnP,
What is the other software? If it's a mainstream 3d package I guarantee someone here will be able to give you specific details.
More info when asking for help = better suggestions for solving your problem...
Sven
Frenchy Pilou
02-04-04, 10:38 AM
Hi Just
Take a look at this thread ! (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010970)
maybe this help you :)
The AuV tile Ratio must be also incerease to the maxi (30)
Pilou
The simplest approach is to export your model with the texture wrapped onto it. ZBrush will automatically save the texture as a BMP of the same name as the OBJ. At the same time, ZBrush will flip the texture vertically and perform the Fix Seams operation.
If the texture still looks like it does now, then your program uses a nonstandard UV system. Try flipping the texture vertically again, flipping it horizontally, and even rotating it. Once you know the proper orientation, it will be very easy for you to do that in the future on any textures that you export.
Also, I should note that you are using an older version of TextureMaster. Please download the current version from the QuickLinks for New Users. (revision G)
JUSTNPROUD
02-04-04, 11:33 AM
Actually im using cinema 4d.But i did not mention that because i figured it ought to work for any major program.i havnt tried the suggestions yet as im about to collapse for lack of sleep, but i thank you all and next rise i will be at it again. basically i just want to texture a zsphere model and export it to another program.Im kinda noobish on zsphere adaptive skins and what not.Wonderinf what is best skin for a nice texture resolution. maybe theres a tut somewhere on texturing zsphere models, including making the model.Since there are several different things to click whem making a zsphere model skin.Thanks again .Peace.
JUSTNPROUD
02-05-04, 01:32 PM
Excuse me Aurick, but how does one export the model with the texture wrapped onto ti as mentioned above? peace.And if i may ask, how does one increse the polygon concentration of a standard cube or anything else? Thanks again.
If the texture is applied to the model, it will be exported automatically when you export the OBJ. This doesn't mean that it will be APPLIED automatically in your other application. It will be saved as a BMP of the same name as the model, and you will need to apply it yourself using that application's material system.
I do know that for C4D you simply need to flip the texture vertically. So if you use the one that is exported with the model, it will apply without trouble since vertical flipping is part of the automated export process.
To increase the polygon count in a mesh, you need to use Tool>Modifiers>Deformation>Divide. It will quadruple the polygons in all unmasked areas. This means that if you wish to only divide portions of the mesh, you should mask off everything else first.
Bear in mind that dividing the mesh changes the polygon count and so will require you to redo your UV mapping and texturing.
JUSTNPROUD
02-06-04, 12:28 PM
Ok! I guess that it was the polygon count.because this is what i got after i used "divide" twice, and used 'clone" in the texture panel with the highest size on the slider for the texture that is.i still dont understand all the tech.stuff mentioned with AUV tiles and what not, but i got something resembling the tree so im happy.I must study all that you kind gentlemen have posted and i am.Thanks again.Notice that the mosaics or 'polygons' have been reduced so that they are almost imperceptible.But i would asl Aurick if it is true that on very close inspection any applied texture would reveal its polygons? I mean in the viewport render of most high end apps like C4D or max? thanks . http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076099297cpp.jpg
wchamlet
02-06-04, 12:49 PM
I've thought of a workaround to not being able to add more, and more detail to a model after you have set the initial AUV tile layout.
What I did was, create my low-poly object, and assigned the AUV tiles to it. I kept the ratio setting to 1. Then I exported this object out with the AUV tiles intact. Then I reimported that model back into Zbrush, and left the UV tiling as is with the import. Then, when you divide, and divide some more, all of your UV's will appear inside of your initial low-poly AUV tiling. And since AUV's take up as much space as possible within the 0 to 1 ratio, that means your UV's should still retain a lot of space for detail.
I recently tested this out on a model I did, and you can see the links here. Contains mild nudity:
The hi-res polygon image (http://homepage.mac.com/chadtheartist/web2/hires/fairy/hi-res.jpg)
The low res polygon image (http://homepage.mac.com/chadtheartist/web2/hires/fairy/comp.jpg)
The reason why I was working on this, is because I was seeing if I could figure out a way to work on higher polygon objects, and still keep the same UV's for the low Polygon object. So I have the same texture applied to both the low-poly object, and the high-poly object. And I think it turned out rather well. I can only assume this is how the new version of Zbrush is going to work too. Because I don't see any other way for the UV's to remain hierarchal.
JUSTNPROUD
02-06-04, 01:49 PM
Heres a little addition.
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076104197vzb.jpg
Its looking pretty good already :tu:
If you use AUVtiles for texturing and export to other applications you might experience texture 'distortion' in the viewports, all should be fine during rendering though. For example, in Lightwave I turn up the OpenGL display properties for textures to 1024x1024, that gets rid of most if not all viewport artefacts. Rendering is flawless during my own tests. Maybe you can turn up the viewports texture resolution in Cinema4D?
Cool examples wchamlet. I am sure that unless you are using AUVtiles any polygon divisions will work out fine. You have to have a UV layout applied before dividing of course.
Looking forward to seeing the finished image JustNproud.
Hi, incidentally I am also on a job like that.
Here is my tree trunk not finished yet but good enough for now while I'll prepare for further details, Zsphere model edited and AUVtiles stretched in Carrara to fill the entire texture map, then the rest is Texture-Master.
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076133432hzt.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076133481dvm.jpg
Troymcoy
02-07-04, 01:48 AM
Hey filip, that looks great.
Would you mind giving an overview of how you made and textured that trunk?
thanks
Simple Zsphere model to adaptive skin with 2048x2048 AUVtiles but the aspect ratio has to be just right to cover a square area, fill your roughly painted texture to the canvas to see the proportion of the AUVtiles, needs a few try on this and then export obj to a UV edit prg.
Import the edited obj and texture method is exactly like the rhino painting tutorial.
Have fun...
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076167160wjp.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076167192ruf.jpg
Here is an up dated image.
http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076180856ddx.jpg
JUSTNPROUD
02-07-04, 05:36 AM
Excuse me Wchamlet was just wondering what this "I've thought of a workaround to not being able to add more, and more detail to a model after you have set the initial AUV tile layout", meant.What is the nature of this AUV tiling that it would prevent further detailing?And detailing in what sense?
Also, what did you mean by hierarchical?
Thanks.
Hi JUSTNPROUD, I thing it means to preserve the initial AUV mesh in relation to the texture even after subdivide. Normally UV mesh will rearrange when you increase the poly count.
Troymcoy
02-07-04, 08:17 AM
Where is this rhino painting tutorial?
and does it illustrate the same kind of techniques to make that nice tree texture you have? with the bumps...
thanks
wchamlet
02-07-04, 09:44 AM
<BLOCKQUOTE>quote:</font><HR> Excuse me Wchamlet was just wondering what this "I've thought of a workaround to not being able to add more, and more detail to a model after you have set the initial AUV tile layout", meant.What is the nature of this AUV tiling that it would prevent further detailing?And detailing in what sense?
Also, what did you mean by hierarchical?<HR></BLOCKQUOTE>
What I was talking about is going from a lowpolygon model, already AUVtiled, to a high polygon model that will utilize the same UV layout space.
Here is an example of what I meant, using the same model I showed earlier.
This is the AUVtiles that I made for the low-polygon model.
http://homepage.mac.com/chadtheartist/.Pictures/lowpoly.jpg
This is the UV layouts for the high polygon model which I made from the same low-polygon model.
http://homepage.mac.com/chadtheartist/.Pictures/highpoly.jpg
Now, the nature by which the AUVtiles work in the current Zbrush, you can't retain your UV layout if you add more geometry. This is because when you add more geometry, AUVtiles runs out of room to accurately display them without overlapping each other. Thus, you will have to assign a new AUVtile layout, meaning you won't be able to keep your current UV layouts. All I did was figure out a way to use AUVtiles to layout my UV's, and keep them the same throughout my modeling process. I think this technique would be best used by gaming companies.
What I meant by hierarchal was the fact that now, you can add more geometry to your model as needed. Meaning, you can go from a low poly model, to a high poly model, and retain you texture space throughout. In fact, I'm pretty sure that I can go into the new Zbrush program, add even more geometry, and still be able to keep the same texture layouts. But I won't be able to use the normal, or displacement map features though.
From what I have figured out, I assumed this is how the new Zbrush will work. This is probably how you are able to paint on a model to add detail to it, especially if you are using Zspheres. The AUV tiles must stay the same throughout. If they change, you would loose all of your painted detail. I can't say this is true or not because I don't have the new Zbrush program. Hopefully it will be out soon.
Have fun!
wchamlet, swell tecnique there.
Troymcoy, the rhino is with in TexMaster.( show and tell )
Frenchy Pilou
02-08-04, 03:32 PM
Hi Wchamlet
On what size of monitor do you work ?
19, 22, 24 Inch, More ? :)
Pilou
JUSTNPROUD
02-08-04, 04:08 PM
Zanks Gentlemen.Its always a pleasure to discuss Z with you.The whole Z thing is brilliant.The people are cool and the program has so much functionality.I am learning all the time.its like a learning vortex and Im diving in.well as to finished work, well actually that pic just happpened,but heres one.The following one also just happened.in an effort to figure stuff out things seem to almost create themselves.At my level its mostly experimentation like this gree guy where i was experimenting with morphs in Cinema 4d.peace. http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076285321hks.jpg
JUSTNPROUD
02-08-04, 04:14 PM
Wo i posted, but it didnt post.Well the pic was me experimenting.So at my level things happen in an effort to discover how things work.Like this green goul where i was learning about facial morphs. But its like all the data is gelling and something will come out.Im currently learning C4D in conjunction with Z and Poser 5.Again its always a pleasure dealing with you fine gentlemen.This site is awesome! http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076285612uat.jpg
JUSTNPROUD
02-08-04, 04:21 PM
OOps forgive me for that.
wchamlet
02-10-04, 07:53 AM
Hi Frenchy,
I use two 17" monitors.
Both are set at 1280 X 1024, so the whole desktop is 2560 X 1024.
Frenchy Pilou
02-10-04, 10:42 AM
Hi Wchamlet
I had not thinked of that ! (2 monitors)
Have happy Zbrushing!
Pilou
Svengali
02-10-04, 10:57 AM
Chad,
You mention:
"All I did was figure out a way to use AUVtiles to layout my UV's, and keep them the same throughout my modeling process. I think this technique would be best used by gaming companies."
Is this technique something you might share? Does it involve special software?
Looks intriguing!
Thanks, Sven
wchamlet
02-10-04, 11:33 AM
I posted this earlier in this very thread, but I figure I might need to create a step by step. It's really pretty easy, though, and all of it can be done inside of Zbrush.
1. Create your low poly object.
2. Once you have your low poly object, assign AUVtiles to it with the ratio set to 1.
3. Export/Save the low poly object, either as an .obj file or a .ztl file.
4. Create a new document, and import the low poly object you just exported.
5. Now you will see that the UV tiling functions of the model are not set on the AUV tiles. Leave the UV tiles as is, and do not alter them.
6. You can now divide, and sculpt your object to detail it.
7. Be sure to save this model out as a different name, so you won't lose your low poly model.
8. Once you have your model finished detailed, you can now begin texturing your model.
9. You can save out your texture, and that same texture should fit perfect on your low poly object.
10. That's it. Pretty simple to do, and could work in a production environment. Your final product should end up like the fairy model I posted above.
I hope this is more clear than what I posted earlier. It seems I can't communicate very well... HAHA!!!
Like was mentioned earlier though, this is not just for AUVtiles. You can use this method with other UV layouts as well. I was just looking for an easy way to layout UV's, without having to use large texture counts because of the way AUVtiles work on high polygon geometry.
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