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tlillehoff
10-27-02, 08:00 AM
Forgive me if im missing something simple here, but it seems when i create a texture using the default mapping, it creates a texture that has the UV data squished into 1/3 of the space. Is there a way to expand the UV data so that it takes up the entire texture area? In this case 1024x1024?

thanks

keith
10-27-02, 08:35 AM
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008410

tlillehoff
10-27-02, 09:10 AM
yeah i like the UVtile solution. Uvmapper does exactly what i want...i just need to find out if i can import the expanded UV back into zbrush, repaint on them, and import them back into my 3d app.

thanks for the link...i had forgetten about uUvmapper.

tlillehoff
10-27-02, 08:14 PM
I guess i would like to know if its possible to stretch the UV tile data over the entire texture map...theres always alot of wasted space. It shouldnt be too hard to do.


thanks

aurick
10-27-02, 10:45 PM
In the next version, UVTiles will be assigned so that the entire texture area is taken up by the map. This will allow you to take full advantage of the space available.

In both versions (the current and the bonus upgrade), UVTiles works best when the texture is in a power of two -- 256, 512, 1024, 2048 or 4096.

banez
10-28-02, 02:25 AM
what ya going to do when you need to fill the layer with the texture to modify it?
would you :b3: A , use UVTiles and have a flat texture all destorted and can't see what your doing?
or :b3: B, use another setting were your texture map all layed out so you can see what your doing.
or :b3: C, none of the above

tlillehoff
10-28-02, 06:00 AM
Zbrush also doesnt seem to like it when you modify the UVtiles UV coords in another program and reimport them back in for painting. thats really too bad.

I think Ztiles are by far the most effiecient way to map a complex character. The only alternative is to have lots of subprojections...and then the problem becomes how do you match up the seams between them correctly...even with Deepaint etc its not perfect


why arent the ztiles set to use the entire texture space in the first place?

thanks a mil

tlillehoff
10-28-02, 06:09 AM
Having Texture maps you can understand is only really important if you have an interior 3d painting solution. If the computer is going to sort out the information for you with the least distortion and give you an interface for working with the information in a useful way...who cares what it looks like ?

viva la zbrush

banez
10-28-02, 06:24 AM
if there distortion there no way you can fill the layer with the Texture to modify it trying to figure whats a arm or leg or any thing.
if you don't modify texture and you want the program to get the distortion out then use the way that was posted.
last i herd its not Very Conpatable with other apps on import

aurick
10-28-02, 02:16 PM
Please read my earlier post. The bonus upgrade will make use of the entire texture space. It will also have a few other enhancements that should make it behave nicer. :)

In addition, Pixolator has announced plans to create some kind of utility that will let you paint your texture using UVTiles and then export it using a different mapping system so that it will work well in other applications. More details on this will be announced as they become available.

tlillehoff
10-29-02, 05:14 AM
hehe,


we're listening to ya aurick, but ill trade you 2 texturing jobs today for a hamburger tommorow...or whatever whimpy used to say...


looking forward to the enhancements.