View Full Version : Polymesh prob
It's been a while since I had time to practice, due to OS problems, but just found half an hour to doodle.
After polymeshing the MM the images lost their smoothness and the teeth (before perfect white), got stained with the gumcolor. Anybody any idea how this happened? http://www2.zbrushcentral.com/uploaded_from_zbc/200304/user_image-1049545714fpm.jpg
Gary Komar
04-05-03, 06:39 AM
great facial features goin on here fets,
as for the surface experiment with tool>modifiers>smooth & deformations>smooth.
as for the texture bleed,when polymeshing a model under that button you can increase the texture size,but if you saved the model,you can use fix seam in texture pallet.if this doesnt help you can edit the texture by selecting the model in tool pallet then hit layer fill then go ahead and paint away with zadd off in draw pallet grab edited texture
with mrgbz autocrop off and apply new texture to your model.you can also edit texture outside of z, i export tex to photoshop and use eye dropper,wand and stroke to fix seams hope this helps post update if so, have fun.
Those teeth were created with ZSpheres, weren't they? If so, then they use the Adaptive UVTiles mapping method. This is a very precise form of UV mapping with little margin for error, and when the composite texture is created it almost always ends up introducing just a little too much change to the texture coordinates for the mapping to handle. This ends up creating the seams that you're seeing.
If you are creating a composite mesh using one or more skins, the best suggestion is to wait until after creating the mesh before you texture. Then follow the steps in this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010200) to re-map the model's texture coordinates before you do your texturing.
Thanx guys,
I will sure give it all a try and stay in touch.
:tu: ;)
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