Zendoftheworld
10-08-02, 12:13 AM
Greetings to all ZHeads out there.
I have posted a few mails on this topic before, but this time I have gone a few steps more to explain myself as concisely as possible, by including screenshots of what the problems are.
1. Basically, if I use ZSphere to model - here is a pic:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060704ffe.jpg
2. I then convert it using Adaptive Skin and use TextureMaster to paint, I get something looking like this, which is fine:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060779ikz.jpg
3. I then export the skin to OBJ format, for use in Alias|Wavefront Maya. The OBJ import works perfectly - here is a perspective view of it in Maya:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060844muc.jpg
4. However, when I load the texture onto the object, I get a very faceted look to the object, as follows:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060940ttm.jpg
5. The following is a close up of the UV Texture Editor in Maya - here you can see that the colour at the edge of each polygon fades, most likely causing the faceted look on each polygon (the mapping is ZBrush's default - UV Tiles):
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060994ofk.jpg
6. I discovered that if I use Maya's Layout UV command, I can texture the object using Maya's 3D Paint System, and it works perfectly (picture not shown). Here's a screenshot of the UV editor when I use the Layout command:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034061057gby.jpg
7. If I export the object out of Maya using the new UV layout, I try using TextureMaster again, only to get the following weird result:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034061159uid.jpg
I am not sure if there are any tool settings I can enable so that this doesn't happen.
Any ideas?
In appreciation.
Regards,
Zendoftheworld....
:confused:
I have posted a few mails on this topic before, but this time I have gone a few steps more to explain myself as concisely as possible, by including screenshots of what the problems are.
1. Basically, if I use ZSphere to model - here is a pic:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060704ffe.jpg
2. I then convert it using Adaptive Skin and use TextureMaster to paint, I get something looking like this, which is fine:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060779ikz.jpg
3. I then export the skin to OBJ format, for use in Alias|Wavefront Maya. The OBJ import works perfectly - here is a perspective view of it in Maya:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060844muc.jpg
4. However, when I load the texture onto the object, I get a very faceted look to the object, as follows:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060940ttm.jpg
5. The following is a close up of the UV Texture Editor in Maya - here you can see that the colour at the edge of each polygon fades, most likely causing the faceted look on each polygon (the mapping is ZBrush's default - UV Tiles):
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034060994ofk.jpg
6. I discovered that if I use Maya's Layout UV command, I can texture the object using Maya's 3D Paint System, and it works perfectly (picture not shown). Here's a screenshot of the UV editor when I use the Layout command:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034061057gby.jpg
7. If I export the object out of Maya using the new UV layout, I try using TextureMaster again, only to get the following weird result:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1034061159uid.jpg
I am not sure if there are any tool settings I can enable so that this doesn't happen.
Any ideas?
In appreciation.
Regards,
Zendoftheworld....
:confused: