View Full Version : weird tex-map
Dragonlady
12-31-01, 08:28 AM
Ok I´ve been trying to make a texturemap
but when I export the result along with the objekt I get this map that overlap
and furhter more when I use fiberbrush to make hair on the breast it shows up on the head too???????
What am I doing wrong http://www2.zbrushcentral.com/zbc_uploads/user_image-1009816082uok.jpg
Is the model a native ZBrush mesh or did you import it from Poser or another app?
Did you use the "double" option on the tool modifiers?
Dragonlady
12-31-01, 08:41 AM
poser imported
no I didn´t use double
Hi Dragonlady.
The problem is that Poser humans use two separate texture maps. When you texture such characters, you need to export the parts from Poser one texture map at a time. In this case, that means exporting the head and eyes separately from the rest of the body.
It makes sense, when you think about it. ZBrush can only create (or apply) one texture map at a time. So if you deal with a complete character that has two maps, ZBrush will dutifully apply your texturing for both parts of the character to the same map -- resulting in the strange overlap that you see.
It does get tricky with Victoria, since a few parts from her head (the inside of her mouth) are on the body map. The result there is that you can't texture her teeth and gums using the TextureMaster -- although you could still texture them by painting onto the unwrapped body texture. But since it's the inside of the mouth, it's not a big deal, anyway -- it doesn't require the same level of detail as the rest.
For something like Michael's Changing Fantasy Suit or The Adventurers, I would actually export the OBJ's from Poser one piece at a time. It makes the texturing much easier in TextureMaster, and TM will simply ignore the unnecessary parts of the texture map. Then you can use the same texture map with another piece, which wouldn't affect the first piece at all, or you can composite the various maps later in Photoshop.
Hope that helps!
By the way, if you plan to import a character from Poser complete with TextureMaps, then you also need to export everything that uses a particular texture map separately from everything else. Otherwise, when you apply the texture in ZBrush for rendering, you have parts of whatever is your current texture being wrapped onto several different parts of the composite model at the same time. For example, if you exported Michael wearing the full Changing Fantasy Suit as one OBJ, you would have a character using four separate maps. When you tried to apply Michael's head texture, for example, you would find that every part of the head texture also wrapped onto the visible parts of the body, and onto MCFS1 and onto MCFS2. If you switch to the MCFS2 texture, then the head texture would disappear and the MCFS2 texture would wrap correctly onto those parts of your composite character but also onto all three other material regions.
It gets tricky, but can also be a really fun challenge. And the results are worth the hassle, since ZBrush has such an awesome renderer.
Dragonlady
12-31-01, 09:46 AM
Duh.....Of course
"banging head at computer"
I should have figured that out..O))
I actually did import head and body seperatly later...I know there are seperate maps but thought it would work to get it all in one map
forgot about the uv-cordinates
Thanks
:) Don't feel bad, Dragonlady. It got me, too, the first time. And for a long time, I thought that ZBrush couldn't even use external textures -- I forget who it was that finally discovered that the texture map just needs to be flipped vertically for it to work, but we owe him a lot! :)
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