View Full Version : UV layout or texture mapping problem in 1.51
Zendoftheworld
08-30-02, 12:15 AM
Hi there Pixol-heads,
I have a problem with texturing meshes in 1.5:
When I use Zspheres to creat a mesh, then use
Texturemaster, it seems each polygon face is dijointed from any ajoining faces.
Also, when I export a Zsphere mesh and open it up in Maya, the UV's are laid out perfectly, but the UV's are discontinous and result in poor texturing.
Does anyone know how to fix this problem?
ZBrush 1.51 introduces a new form of UV Mapping called UVTiles. This method maps each polygon separately to a grid, resulting in almost no texture distortion. It is ideal for use with TextureMaster, since when you are working with the TM you don't need to worry about the unwrapped texture -- you let ZBrush do that for you. But yes; the end result is a texture that is indecipherable to the naked eye.
It WILL map correctly in most other programs, though -- once you adjust for variations in UVMapping standards, that is. In many cases, this simply means flipping the texture vertically before exporting it from ZBrush (by using the Texture>Flpv button). Maya, Poser, or any other program should then recognize the UV coordinates and assemble the tiles back onto the model. If your software supports it, you may also want to disable antialiasing and texture mip-mapping in the other application.
If you prefer not to use UVTiles, there are several other options available to you. Open the Tool>Modifiers>Texture palette and you will see each of them:
:b2: UVTiles (just explained, and the default for skins of all kinds)
:b2: UVTile -- assigns the same texture to every polygon, and works best with seamless textures.
:b2: Uvc -- Cylindrical mapping
:b2: Uvp -- Planar mapping
:b2: Uvs -- Spherical mapping
Please bear in mind that you need to choose your mapping method before you start texturing, as ZBrush will not repaint the texture to accomodate a different mapping system.
And last of all, you can always export the model from ZBrush and use another application (such as UVMapper) to assign the UV coordinates before bringing it back into ZBrush for texturing.
Karasuando
08-30-02, 01:23 AM
Oh yes!, I looked at the UV coordinates and I thought "uhmm...what the hell did I do wrong" =P. But its something new!, phew =).
I tried to texture one of my Zpheres, however I got some rather odd results, it seems its very hard to get the color to stick to the model, If I painted deep red over the model from all angles, the result would be a heavily distorted pink coated color (base was white). Has anyone had any success in texturing a Zphere skin and want to share?. Would be interesting and helpful!.
I just ran a test and had no problem at all. The edges of the object, of course, don't pick up the full red. You need to rotate a few times to get the entire surface. But the entire object was able to be painted red with a total of three drops (I had B+F turned on).
Are you sure your RGB Intensity is at 100? TextureMaster defaults to 25 when you first drop the object. And that will definitely give you pink.
Karasuando
08-30-02, 01:10 PM
I realised I just was not persistant enough =P, after 30-40 rotates the color stuck ;). I also tested to draw some text on the object and to my surprise it stuck perfectly drawing from just one angle!.
The system seems to work good, the only problem I can see is that it might be very hard to reach the creases that can't be touched from any angle (I had one in my model). Since its very hard to look at the texture and figure out what goes where it might be rough to pinpoint the untextured polygons and add color in 2D mode without disrupting texture of other areas.
By default, the 3DCopy function's intensity is based on the orientation of the surface. The more the surface is angled away from the camera, the less color will "stick". You can disable this by going to the Transform>3DCopy menu and turning off A.I. (auto-intensity). This will cause what you paint to transfer completely, regardless of orientation.
Karasuando
08-30-02, 03:06 PM
Thanks for the info Aurick!, this is going to make my life so much easier =).
Zendoftheworld
08-30-02, 03:32 PM
Hi Aurickle,
Here's an example of my problem - I tried flipping the UV in the V direction as suggested, but that hasn't worked.
The following is a screenshot from Maya - as you can see, the texture is disjointed and not mapped correctly (painted using TextureMaster of course).
This never happended with 1.23b. Any other ideas?
http://www2.zbrushcentral.com/zbc_uploads/user_image-1030746753tmj.jpg
Just curious if you've tried rendering that Maya picture. If it's in preview mode it may not be mapped exactly right. :)
Zendoftheworld
08-31-02, 01:29 PM
Hi there,
Yes, 've tried rendewring it - it looks as like it does in the viewport.
Regards,
Zendoftheworld
Have you tried disabling texture antialiasing and mip-mapping?
Zendoftheworld
08-31-02, 02:10 PM
Hi Aurick,
Yes - he's the setting in Maya which turns off Mip Mapping.
I don't believe the problem isn't the mip-maping or aliasing.
I believe it has more to do with the UV tiles, as each polygon face has it's own texture border with this new mapping scheme.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1030828163kpm.jpg
Is it the original exported map? I've taken my models through a third party app to convert to 3DS which also saved a seperate copy of the Map. In 3DS Max I found the map was corrupted until I reimported the original ZBrush Map.
2-cents.
Zendoftheworld
08-31-02, 03:03 PM
Yes - this is the original texture map straight from ZBrush 1.51 (painted using TextureMaster).
Is there a chance of releasing a script that will also provide the option of the 1.23b style UV layout?
Karasuando
08-31-02, 03:30 PM
If I am not mistaken the UV coordinates of 1.23b is Spherical, Planar and Cubic?. I think you can choose these in 1.5 too.
But...On a complex Zsphere model, like a full figure you would get VERY poor texturing results using any of those UVs. However when you use adaptive skinning, it saves your object in groups (I read, true?).
Since the object is already in groups it would be very convenient to export the .obj of the adaptive skin into an application like UVMapper (which is freeware) and assign the UV coordinates there. For example a spherical map for the head, a cylindrical map for the arms, cubes for the fingers etc. Import the saved .obj to Zbrush and paint away!, you should get a perfect texture.
Zendoftheworld
09-01-02, 04:59 PM
Hi Aurick,
Do you have any other suggestions for the UV mapping problem I have?
I bought ZBrush 1.23b when I saw the capabilities of 1.5 - but this change in UV mapping is really bugging me at the moment.
I've tried everything you have suggested, plus a whole other range of things, but none of them work.
It would be greatly appreciated if the UV mapping was one continuous mesh (just like in 1.23b), rather than individual tiles.
Thanks again.
regards,
Zendofthworld....
:)
The default in 1.23b was Spherical mapping. You can switch back to that if you wish in 1.51 simply by choosing Uvs from the Tool>Modifiers>Texture menu before you start texturing.
Or as has been suggested, you can take the model into UVMapper (www.uvmapper.com (http://www.uvmapper.com) and map it yourself to give you the most user-friendly map for complex models.
Either way, TextureMaster will use whatever UV coordinate system is assigned to the model before you start texturing. So if you don't want to use UVTiles, then remap it using either of the above methods before you start using TextureMaster.
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