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aurick
01-07-03, 01:37 PM
http://www2.zbrushcentral.com/zbc_uploads/user_image-1041974752sou.jpg

It's been a while (my fault), but here at last is Leeson 8 in the Ken Brilliant series of tutorials:

<center>
<hr width=50%>
<h2>UV Mapping</h2>
<hr width=50%>
</center>

If you're serious about texturing, then this is exactly the tutorial for you! Think about it: about 20% of your finished model's details lies in the model. The remaining 80% is in the texture. So it's well worth taking the time to learn how to make your textures the best possible.

Like with anything else, a good foundation is the key. You can have a "perfect" model, but if it's poorly mapped then it will be impossible to get a good quality texture onto it. Bad mapping leads to stretching, jagged edges, seams, and other nastiness.

This tutorial explains several ways that you can use ZBrush's own powerful texture mapping features. It then goes on to teach how to easily re-map a more complex model for optimal results.

So if UVC, UVS, UVP, UVTiles and UVW is all alphabet soup to you, download the tutorial today!

:b2: :b3: :b4:Click Here to Download the PDF (1.48 MB) (http://www2.zbrushcentral.com/ZBC/UVMapping.zip) :b4: :b3: :b2:
Note: You must have Acrobat Reader installed to be able to view the tutorial after unzipping it.

Thank you, Ken!

In addition, we're continuing the tradition of issuing a challenge to all ZBrushCentral members:

Create your own ZBrush model -- either using ZSpheres or from a 3D primitive -- and then use the techniques described in this tutorial to assign your own mapping to it. You can use any mapping technique that you choose, but you should show the following:

::The model with a grid applied and the default UV mapping
::The model with a grid applied and your own mapping
::The finished, textured model

We look forward to seeing your results!

<hr width=75% align=center>

Other tutorials in this series:

:b2: The Octopus (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008869)
:b2: The Cactus (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008975)
:b2: Membrane Curvature (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009010)
:b2: Unified Skinning (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009063)
:b2: MultipleMarker Skinning (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009094)
:b2: Hard-Edged ZSpheres (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009191)
:b2: Stylized Illustration (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009287)
:b2: Transferring Textures (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009708)
:b2: Compositing (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010310)

The Namek
01-07-03, 01:50 PM
you just made my day , thanks aurick and KenB.
and thx for the links in your post too , I seem to have missed lesson 7 :p

DLee
01-07-03, 02:20 PM
Thanks KenB and Aurick. I think this will be very helpful as all the tuts are.

Mahlikus The Black
01-07-03, 02:23 PM
Thank you a million times over Ken...this is just the thing I needed!!!

And thank you aurick for posting it!!!

snoogins to the both of you!!!

Jaycephus
01-07-03, 02:35 PM
Snoogins?

:tu: to Ken! Thanks

KenH
01-07-03, 04:32 PM
Just finished reading it in one sitting. They're all great but this one has got to be the most informative one for me yet! I could never figure out how to fit all those spherical and cylindrical maps together on a body before! lol Now I'm not so ignorant. I might even do a head in my spare time for the challenge you set. Again, my modeling skills are in your debt. :)

rhom
01-07-03, 06:12 PM
Ken, your tutorials have been invaluable to me-thanks-and to you Matthew for presenting them.

mistfall
01-07-03, 07:45 PM
Thank you, Ken and Aurick!
These tutorials are incredibly helpful!

upham
01-08-03, 03:27 AM
Aaahh, Ken! I've spent a frustrating day doing exactly what you've written out here! If only I'd jumped onto the net earlier in the day - and saved myself some hair!
Thanks for putting this together. I'm not the best at understanding UV mapper and I'm having a devil of a time trying to import newly remapped objects back into ZBrush (but that's another story!).
Thanks Ken & Aurick
Upham :)

PS. are you using UV-Mapper Pro?

User Maat Ra
01-08-03, 04:56 AM
I do do know if you read this post:
I have experimented with exporting a mesh to Max and than this came into my mind: if you use Draw Polyframe option in ZB you see a perfect wireframe. A good thing would be the option to use this as a texture for the same model in other programs. There should be an option to reduce the number of vertical and horizontal lines - automaticaly. Then the building of low polygon meshes would be easier and also the corrections for the problem mentioned in the first topic possible; because individual polygons (old or new made) could be manipulated. A question - how to make this wirefame texture with optional number of lines?

And question? How did you do this:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1042030549hpf.jpg

TVeyes
01-08-03, 06:59 AM
Thanks for taking the time to put these together Ken, very much appreciated :tu:

Upham: I think he is, see page 15 of the PDF.

User Maat Ra: The picture you asked about is the UV coordinates that Zbrush has assigned. You can't view them in ZBrush so I guess he has taken the model into another program and taken a screenshot from there (looks like LightWaves default colors)

drjjwow
01-08-03, 07:34 AM
these tuts are all so surberb ken.. thanks matt and ken for all your hard work..

Ken B
01-08-03, 08:56 AM
Here is a way to make a painting template of your model's mesh within ZB. thought it would go with this tutorial.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1042043968agu.jpg

First, assign your UV mapping (cylindrical here)

1.Draw your model on screen and go into polyframe view.

2. Make a snapshot (Shift+S)of the model. Turn the smoothing on, and bring the model forward, but make sure it stays in the same position.

3. Create a new texture. Press 3D copy, and the polyframe is turned into a texture on your model.

4. Repeat this process for the sides, back and any other view that isn't covered. I didn't do any perspective copies, just straight on. Here is the texture applied to the model.

5. Then, you can fill a layer with the texture (make sure the doc is the same size or ratio as the texture) and it will be a pretty good representation of your mesh. You can paint over this template and then use the MRGBZ grabber to get the new texture and apply it back to the model. You can also export this template to paint over in other programs.

this is an alternate way of painting textures. Hope this helps some.

User Maat Ra
01-08-03, 10:24 AM
Yes, this is helpful, but since there are actually lines already there in the viewport, there should be a way to use them directly. Perhaps the people who are writing the programming routines for ZB could comment on that?
Anyway, this helps in creating new polymesh in other 3D packages.

JOHNVQ3
01-09-03, 06:58 AM
:) Another great detailed tutorial ken! uvc,uvp and uvs is all new to me, thanks! I Wont be exporting because I dont have but zbrush to play with at the moment and psp but this tut I will stash in my files for further reference ;)

boozy floozie
01-09-03, 08:59 AM
thanks both- great reference

dO
01-10-03, 07:28 AM
Thank you Ken !!

DeeVee
01-11-03, 10:44 AM
Thanks for this series I am finding them invaluable!
DeeVee.

gummie
01-30-03, 06:44 PM
This is a great tutorial, I didn't know you could actually re-map polygons so while I'm turning blue here changing from uvc to uvp I remember to read through this texturing 101.

I think I figure that I'm having mapping problems with my texture but I can't quite manage to rotate the checkers to any different place on the model. It seems they are stuck to the "poles".
I can't re-order them, as in rotate by any axis, it just re-positions the model.
Help.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1043981091zfu.jpg

Ken B
01-30-03, 07:14 PM
Rotate the model in the little preview window so that you are looking at the top of its head, or bottom of it feet, then re-apply the cylindrical map.

aurick
01-30-03, 07:19 PM
http://www2.zbrushcentral.com/zbc_uploads/user_image-1043983222eok.jpg

The key is to change the rotation of the model in the Tool palette preview window. You do this by using the Tool>Modifiers>Deformation>Rotate command.

In the example at left, the robe was given Cylidrical mapping at the default orientation (shown in the inset). At right, I applied a Rotate X -90 deformation and then applied the cylindrical mapping again. You can see the difference in the preview window, and also in the results on the canvas.

With the model that you show, this same deformation will have the effect that you're looking for.

The order is:

1) Apply the deformation
2) Press Tool>Modifiers>Texture>Uvc

For this model, though, I would really recommend using the Adaptive UVTiles instead. You'll avoid the distortion on the arms that is clearly visible in my example above. While your model won't be as drastic because the arms are lowered, it will still be noticeable.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1043983174coc.jpg

Create a new texture that is the size that you plan to use (using the Texture palette to set the size and then press Texture>New) or load a texture that you want to use as a base, and apply it to the model. If you do not have a texture applied to the model, ZBrush will assume a size of 1024x1024. Optimal results will be attained if the texture size is a power of 2 (such as 1024x1024, 2048x2048, etc.)

Next, set the Tool>Modifiers>Texture>AUVRatio slider to a value that you like (I used 30 here), then press the AUVTiles button right next to it. If your texture is not optimal (either too small for the mesh or not sized to a power of 2), ZBrush will display a warning. Otherwise, AUVTiles will be calculated to make the best use of the available texture space.

I applied the grid texture by dropping the model with TextureMaster, setting B+F on and turning Fade off. Then I dragged a couple of textures across with the Simple Brush and picked. Presto! Instant mapping with no need to worry about object orientation.

A couple of other really nice things about the new process: When you export the model from ZBrush, the texture will automatically be saved in the same folder as the OBJ as a BMP with the same name. It will be flipped vertically so that you don't have to mess with that before taking the model to another program. In addition, the Fix Seams procedure will be run, "padding" the edges of the tiles to eliminate any artifacts when the model and texture are used in another program. How's that for user-friendly? :D

wenna
01-30-03, 09:50 PM
Thank you Ken for the tuts. I've been slowly working thru them, they've been a big help!!

Thanks also aurick for your helps too!

gummie
01-30-03, 11:20 PM
Ken B, precisely I think I forgot to re-apply the texture or not punched in the right code.

Thanks for the in depth analysis Aurick, I think I understand.
I have not yet dwelved into the realms of UV tiles.
I am using 3d copy for texturing though, have you read my technique? You probably already know this and since you're such a pro, I'll summarize. :) I bake the layer shading and transfer it as rgb values to a flat color switched model at the time of transmission. (settings, S, AI off)

It was a big improvement for me because of the additional color shading (I cheat by loading to a basic material first) which tends to blend in those shades before switching to flat color. It sets up a good base, I think.. It also helped me practice by leaving the paint over, though I can often nuke the texture. :)
See, it is backwards, worry about the texture, coat the model, forget the paint > coat the paint in flat color, don't worry about texture, worry about the paint.
Last time around, I couldn't get UV tiles to click at all with 3d copy.

I think I'm backwards too.. On the last full model, I had a really, really messed up mesh, that got 3d copied absolutely well, now I finally work on a "stable" mesh and I run into texture problems.
ie, my last mesh>
PS, now *that's* user friendly. ;)
http://www2.zbrushcentral.com/zbc_uploads/user_image-1043997353vpc.jpg

edit: Odd, this mesh did use UV tiles but I didn't notice..
I wonder how it worked. I suspect it has something to do with colorize>by accident I colored the polygons first. I remember I forgot the texture.
I'm finding that I am increasingly more of an oddball.

sadicus
06-24-05, 10:20 AM
Greetings!
Thank you for the tutorials, (and Great books!)

I have used Preview to rotate the head mesh and reapply UVc but seem unable to get the results you have shown.

sorry if this is an obvious mistake i am making.

thanks!

SLI_Fallen
07-12-05, 04:57 AM
I've been trying to download *ANY* of the Ken Brilliant tutorial series PDF's for three days and the links are broken.

Anyone have the whole series (or any of them for that matter) that I can get a link to download them from?

pixelsoul
07-12-05, 11:04 AM
:Dyes i would like them also plz

SLI_Fallen
07-13-05, 03:46 AM
Links are working again. :)

jlester2000
07-14-05, 04:42 AM
Hello. I know very little about UVmapping, and I throw myself on the mercy of the members who know what they are doing! I have the same problem as Sadicus. Perhaps I am doing something stupid. Or perhaps the tutorial on the pdf file is for Zbrush 1.5 and I am using 2? Some of the descriptions do not match the controls in 2. If anybody could let me know what the changes would be to update this, I would be very grateful!! Thanks.

jlester2000
08-20-05, 12:00 AM
Hmmm, I seem to kill almost every thread I post on. No one ever responds! :( Take some pity on a little newbie, please.

SLI_Fallen
08-20-05, 04:37 AM
I'm a noob too with zbrush, but this much I know from other 3d modeling. UVW mapping is *NOT* easy. Your GOING to have seams. The trick is where to hide them. Your posting in this thread so obviously you DL'ed ken brilliants pdf on the subject right?. Did you get the zbrush practical guide too? It's another one of those learning curve things and there is no magic button you can press to get uvw mapping right (though I hear ZB 2.5 is going to have some VERY cool new tools to aid in that very endevour.) There are entire software apps dedicated to it. (deepUV<-expensive ,Ultimate Unwrap3D <-cheap by the way and quite cool))

billrobertson42
08-20-05, 11:33 AM
Hi there jlester2000. I was getting hung up a bit too when I noticed that my texture palette thingy wasn't quite the same as in the tutorial.

If you read the tutorial though, the basic lesson seems to be something like you can't do much beyond simple stuff in zbrush, so go give uv mapper a try.

The tutorial is a half decent start, but there's a better (so far) tutorial on uv-mappers site. You can follow it with your zb exported obj.

One area though, where Mr. Brilliant's tutorial is a little sketchy seems to be on taking the remapped uv coords back into zbrush and doing something with them. I understand that the .obj will have the alternate uv's in them but I haven't figured out (yet) what to do past that, but I'm still in the uvmapper section.

Please anybody feel free to jump in here if I've mistated something.

Moka
03-30-07, 11:41 AM
I've tried!!!

My intent is to make a model in zbrush using zsphere (zbrush 2.03 Mac) and exporting it for Maya.
My hope was a good UVmapping, making a good texture and using than Maya for animating the model.
As you can see i have some problems

uvmapping.jpg

Now i have a question....does zbrush work or am I too stupid for that??
Any suggestion?

lemonnado
03-30-07, 01:33 PM
http://www.zbrushcentral.com/zbc/showthread.php?t=8558
Maybe that enlightens you.
Lemo

joep
03-30-07, 01:37 PM
lol lemo!
that is the same thread! :D

Jason Belec
03-30-07, 05:23 PM
Can you show us your zspheres? I've seen this before, but need to see the structure to help you. ;)

lemonnado
03-30-07, 07:32 PM
;)
Lemo

PS:The question is.... Did you ever generate UV's? Did you check how the UV Map looks like now?

Moka
03-31-07, 05:13 AM
so, Jason....i hope this one can help us

dinoSphere.jpg

Thaxs a lot guy....i didn´t feel me alone anymore

Moka
03-31-07, 05:26 AM
I forgot......the Uv check give me also terrible results

textureCheck.jpg

Mr_Ghost
04-02-07, 06:03 AM
Hello There,

I am haveing the same problems as posted above. Thing is though...i took a regular sphere out of maya and slapped it into Zbrush 2, and it came in with proper shperical mapping. The poles were messed up as expected but it mapped around the rest of the sphere just fine. Now when i applied Zbrush 2's spherical mapping it freaked out and gave that horrible seam.

Now i am a 3D animator and i know about uv's and the like...and yes seams have to be hidden at times..but on a regular sphere..with spherical mapping..there should not be this problem.

I read through this tut numerous times and have come to a dead end.

Anyone have any ideas??

http://i17.photobucket.com/albums/b90/Mr-Ghost/SphericalMapping.jpg

Moka
04-02-07, 11:01 AM
Yes Mr. Ghost.....i feel the same like you....
but this time i've try to make all my work in ZBrush !!!!!
i could accept some "import" problem Maya <---> Zbrush but i can't understand how could it append now if i work with ZSphere only....
I've done all the thing i had to do....or not ????
If someone out there could thing to help me it will be very kind!!
I think it can be that ZBrush doesn't work properly and that ZBrush 2 have some several bugs ..... and i hope ZBrush 3 could be the woundering software that Pixologic present to us (the Preview is AMAZING)
The just thing i can't understand is: how make the "ZBrush artist" the wonderfull works that we can see in the featured gallery????

Please help us to understand what's wrong in our works.....
Is any Zbrush Guru out there ????

Tanx -- Moka

lemonnado
04-02-07, 11:26 AM
There is absolutely nothing broken there. Unless you read up on UV mapping and the associated texture mapping results, you will not understand what you see. There is actually nothing 'wrong' with what you have there. You just might not expect how it looks. Zbrush creates great UV layouts when you understand what it generates. There are also quite a few ways how to layout a sphere.
So, go and study the background of UV mapping and then try to understand why things look as they do. No 'guru thing' involved, no magic. Plain basics...
Cheers
Lemo

PS:Except for GUV and AUV tiling, I do not use the other UV generator options in Zbrush because of the way they lay out the UV's. And there is no need for it either as every 3D app has great UV editors build in. GUV and AUV generation on the other hand is something no other app has.

Moka
04-02-07, 11:28 AM
thaks for your reply lemonnado.
it doesn't help me anyway

lemonnado
04-02-07, 11:34 AM
Google for UV Layout.... Or give up and pick up Golf :D
Lemo

Moka
04-02-07, 11:55 AM
Whow.... you're a Hero!

A Forum is good just why people like you are a great help for people like me.

Do you know... I try to study very hard in my High School (Grafik Design), I try to be a good father for my doughter (1,5 years old) I cant move from my bed after a painfull operation (left legs)... you are full of wisdom....now I will now spend my time on Google...that's a great help for me...tanks !!
And for sure, before i go to sleep i will pick up Golf just for you, for my personal Hero.... a man full os wisdom!!!

Thank you for your great help.

Mr_Ghost
04-02-07, 11:56 AM
What ZBrush is doing....is thus :

With the sphere, it is taking the sphere and basically unwrapping it casing a "split" down 1 side of the sphere. This is done to wrap everything around it..BUT..now this is what causes the horribleness...the side that is "split" is actually just stretched out causeing it to map way more than the required section.

ZBrush is flattening the object but where the edges of the UV map are..the UV's dont just end and seam up..there is a row of UV's that have been stretched to make sure the map is a whole.

Hope that makes sense...this is the conclusion i came to..and it proves correct whith everything i have tried.

Its not a solve...so we are going to have to find a work around...

Moka
04-02-07, 12:02 PM
Mr Ghost... Tanx.
I don't know how to solve it but i know what's appening !!!!

Tanks a lot that was what i need to do!!

Now i will spend my time on Google (a very good friend of mine.... forget it)
Ok i will research.........now i know what's wrong

Mr_Ghost
04-02-07, 12:10 PM
No prob Moka :)


If you intend to to stay in zbrush mainly with not excessive use of photos as a base to paint on, GUV and AUV tiles are you best bet...otherwise...and its a bit of a pain...but you could take your model out of ZBrush into a program like 3ds Max or Maya...do the required mapping there and reimport into ZBrush.

ZBrush has no problems that i have encountered handling those UV maps. Just avoid overlapping UV's....if they overlap and you drop the model to paint on : when you pick it up colour flings everywhere cause you are painting on UV's relating to various parts of your model.

Thats 1 work around i suppose :P

Svengali
04-02-07, 07:31 PM
This is a known ZBrush anomaly with cylindrical and spherical mapping. IT DROVE ME NUTS WHEN I WAS SCRIPTING MY MAP-IT PLUGIN. (http://www.zbrushcentral.com/zbc/showthread.php?t=22104)

What is happening appears to be a fundamental mapping problem in the original ZBrush code and I've not been able to discover a work around.

What causes it? Take an example where a spherical map is subdivided into 10 rows and columns. The final row (and column) should connect between .9 and the edge of the seam, .99999. Instead of taking the last 1/10th of the map info as you would expect, it REVERSES DIRECTION and maps ALL of the texture info (.9 to .8 to .7 to .6 to .5 to .4 to .3 to .2 to .1 to ZERO) and crams it into the final row and column. So the first 9/10ths of the map gets reapplied in the final row and column. See example.

I'm guessing there is some standard UV coder's solution to this explicit problem that simply isn't properly implemented in the spherical and cylindrical mapping in ZBrush. Maybe it will be resolved in ZBrush release 3.0?

Sven

mapping question.jpg

Moka
04-03-07, 04:35 AM
nobody will flame you !!!
I' so glad that someone understand what i mean!!!!
I subscribe completely you thread

Zoopi for president !!!!

Pixologic....did you ear this one ??? I hope that

lemonnado
04-03-07, 09:27 AM
I still don't understand what the problem is. Import whatever geometry you like, then hit, AUV or the GUV button and you are done with UV mapping. Instant distortion free UV map. Ready to go, add paint or texture.
Lemo

PS: Mismatched UV's between applications??? Do you have an example?

Svengali
04-03-07, 11:54 AM
I think people are talking apples and oranges. Lemo is arguing that inside ZBrush, GUV or AUV mapping will provide an adequate, distortion-free, UV layout, and he's right - as long as you start out applying a blank map, then create the texture by direct painting or using Projection Master. Applying any pre-existing image-map to GUV or AUV mapped objects will turn the image into a scrambled patchwork quilt across the model, probably not what is wanted.

However, other mapping methods provided by ZBrush, specifically spherical and cylindrical mapping (or planar mapping for that matter), would be used to apply pre-existing maps to models, especially simpler models like spheres and cylinders (and dinosaurs.) GUV and AUV mapping won't easily work in those cases. Another often-used option is to export the model to some other 3d package or UV Mapping utility, apply appropriate UVs, and re-import to work inside ZBrush.

My previous post was only meant to address the seams question Mr Ghost asked concerning the anomaly in his sphere3d, after applying spherical mapping inside ZBrush. Demonstrably, there IS a problem along the seams when ZBrush generates cylindrical and spherical maps. And, I'm convinced it's fixable because the mapping on the parametric primitives - sphere3d, cylinder3d, square3d and others, do NOT have this anomaly.

Sven

Moka
04-03-07, 11:59 AM
The Problem is:

We want not to hit, AUV or the GUV button!!!!!!
We need Spherical or Circular UV mapping.
We need to edit the texture in external programms like photoshop.
Did you tryed to edit a AUV texture ......I don't like it.

Why are the botton UVS and UVC there if this mappings doesn't works??
(scuse....can be that some programmers know how to make this botton working with some patience... I'm not a programmer i hate programmation .... for me it doesn't work. I need a software "easy to use" (or better... a working software) like Maya and I hope ZBrush3 will be something like that)

I FORGOT ..... I didn't import anything.... I work JUST with ZBrush I used ONLY ZSphere

I tank you all

Lemonnado your help is ever incredible

Svengali
04-03-07, 12:39 PM
Moka,

Excuse me, I don't work here. I am a ZBrush user just like you, and I'm frustrated by the spherical and cylindrical mapping problem just like you.

I understand that you want to be able to enhance the texture map inside Photoshop. But like it or not, the ZBrush mapping problem exists. Maybe they will fix it in ZBrush 3, but that's no help now (maybe on May 15th...)

I guess you have several options to work around the problem.

1. Hide the seam (like on the underside of the dinosaur.)

2. Export the model and apply UV Mapping using an outside program, then bring it back in to ZBrush to paint the texture. You could then use Photoshop to refine the exported texture map. One very handy FREE utility can be downloaded here - >>> Classic UVMapper <<< (http://www.uvmapper.com/downloads.html)

3. Experiment with GUV or AUV mapping and use >>> Zapp Link <<< (http://www.zbrushcentral.com/zbc/showthread.php?t=029628) to work on the texture in Photoshop.

4. Learn to play golf until May 15th.

Sven

Moka
04-03-07, 01:30 PM
Sven tank you !!!!
You gave me the answer i need.
For some people like lemonnad people like me have to solve the problem in google..... that's why I feel I make a mistake that I can't understand.
Now I know.... ZBrush2 have a bug, now I have to whait.
Fine now I know it and I have no problem with that.
Sometimes in this forum that's people that spend the time waisting the time of people like me... but just sometimes.
I'm glad that people like you save my time!!
Now i know....and i can spend my time with my doughter and my wife and not in google.

Ok People:

1 thats a problem
2 that problem will still there
3 we have to work around it

I'm happy ... tonight i will sleep better :D

lemonnado
04-03-07, 01:43 PM
"I work JUST with ZBrush I used ONLY ZSphere."
No problem with that. And as long as you do not want to learn how to unwrap a structure like the dinosaur, you have to work with GUV and AUV and paint/texture your model within ZBrush.

Again, there is nothing 'broken' in Zbrush. It's limited in what it can UV map for you. That is true. For example it completely lacks cubic mapping... But on the other hand, it gives you two tools no other application offers to allow you to map UV's as artist. GUV and AUV. Without engineering degree. The only limitation is that you are unable to edit those maps in an external 2d image editor later on.

Your idea to use spherical and or cylindrical projection to map a structure like the dino in this thread is flawed, it will result in massive distortions. You will not be able to achieve any result that way. Regardless which program you use to apply that mapping. A distorted map cannot be edited in an external 2d program as well. You would have to change brush characteristics constantly to allow for the distortion once the texture is projected. It simply does not work.

You either use GUV and AUV which does not demand any thinking beyond that. Or you learn how to use an external UV mapper like UVLayout from Headus which allows complete artistic freedom. No programing or engineering degree necessary and only a hand ful of commands to know.

It would be nice to have a function like UVLayout in ZBrush..... But a node based procedural material system, a bucket renderer, animation.... as well....

So, you have two alternatives. Use GUV and AUV without much thought and paint/texture in ZBrush. There is nothing wrong with that! Your 3D app of choice can and will be able to use those maps.
Or go and look at 'UV unwrapping' in depth and be able to use a 2D program to paint/correct textures or apply existing textures.

Lemo

PS:here is a sample of a simple ZSphere object unwrapped in UVLayout in about 10 seconds total after loading the geometry.
stinger1.jpg
The GUV layout.... unless you know what square maps to which part of the geometry... no way to manually edit this:
sting2.jpg
The cylindrical and Spherical mapping is just garbage, so I do not post that waste of time, but here is a UVLayout'ed top and bottom ready to be painted in any 2d Prog( This is the style you want!):
sting3.jpg
But.... for the sake of seams another alternative might be chosen. That's why there cannot be an automatic way:
sting4.jpg

Nice result, no distortions!:

sting5.jpg

It would be great if there would be an automatic way and I agree that this technicality is making life difficult. But you have the two choices.

The images btw. are from an upcoming UV layout tutorial. It's a thorough tutorial. Covers ZBrush, XSI, C4D, BodyPaint, PS. After working through that... no polygon is save.

PPS: I don't know why you consider a goggle for 'uv mapping' as waste of time. The first three links are to excellent tutorials and the fourth is a link to a nice tool. I think you like to complain ;). Now relax and unwrap 8).

jbakutis
04-03-07, 02:26 PM
Hey Folks,
maybe I'm crazy(probably), but the whole idea of needing to "Flay" one's sculpture to then paint it on a flat surface seems, well, moribund.

http://dictionary.reference.com/wordoftheday/archive/2002/06/22.html
"A man walks in to a Tattoo Parlor, and says;
"Hey Buddy, can you do a nice evil dragon wrapped around my arm?"
The tattoo artist says;
"Sure, but i am going to have to peel your flesh off, and lay it on my table to do so..."(!?!)

Well, it's just one man's opinion, and we all have an opinion, just like we all have an "Inner Extrude" button....

Svengali
04-03-07, 07:48 PM
Spherical and cylindrical mapping may be garbage but there are still a few people who use it to great effect... like >>> HERE <<< (http://www.zbrushcentral.com/zbc/showthread.php?t=32673) :D

Sven

Moka
04-03-07, 11:57 PM
Ich weiß es nicht ob ich dich lieben oder hassen soll....
Ich glaube, langsam, mag ich dich.

Grüße aus Freiburg

sunraven0
04-24-07, 05:52 AM
link to pdf doesnt work :(

DanRoberts
04-29-07, 09:56 PM
link to pdf doesnt work :(Indeed :(

pappy
04-30-07, 07:31 PM
Can't download UV.PDFhttp://www.zbrushcentral.com/zbc/images/icons/icon11.gif

DanRoberts
05-02-07, 10:19 AM
Hmm ... I just tried again and it worked this time.:tu:

pappy
05-02-07, 01:52 PM
Hi Dan,
Link worked fine this go round.
Thanks,
Pappy

brettSinclair
05-14-07, 05:51 AM
Hi guys. I was wondering if anyone in here could help me. I've started sculpting in zbrush but now want to change my uv's. I export my model from zbrush at its lowest level then import it into maya where i change my uv's. After i've done that I export it as an obj, re-import into zbrush. When i divide my model it goes all freaky. Now this is a cool effect and all but I'd like my original sculpted geometry :D . If anyone knows something please enlighten me, or if you know a tut that would be great too.

thanks
Brett

cannedmushrooms
05-14-07, 04:48 PM
here you go
your vertexs go haywire because the vertex order gets changed while importing into your 3rd party app.

anyway heres a video
http://www.houseoftutorials.com/nolinking/lesson1_blenderuvs.wmv

http://www.houseoftutorials.com/nolinking/lesson1_blenderuvs.zip

it uses blender to auto unwrap UVs
But pay attention to the export and import options thats whats important.
If its maya you are using goto file/ import / options box / goto obj/ and put a false in the creat multiple groups. then import you stuff do the UVS, then re-import The model at the lowest lvl in Zbrush. Walla no vertex explosion

brettSinclair
05-15-07, 12:37 AM
Hey Thanks. That really helped! Jeez I've been looking for that little tick box everywhere :D

Cheers
Brett

pmedia
08-06-07, 09:29 PM
Question from a ZBrush newbie.

Subject:

Texture (UV) mapping in Cinema 4D from ZBrush.

I've successfully exported model and texture from ZBrush, imported into Cinema and rendered it. Making sure to mirror the texture vertically in C4D. Worked great!

My question is: Since I'm new to ZBrush and not up to speed yet, is there any way to take the exported ZBrush texture into Photoshop or Painter, add more detail, re-import it into ZBrush and have it retain the UV mapping tag when I re-export to use in C4D?

Thanks in advance for your help!

David

Phalse
10-07-07, 08:39 PM
Can't all the people who want to use an external program to add detail simply create the jpg pictures in photoshop and import the texture to ZBrush then paint in zbrush using those textures?

I understand everyone is having problems using photoshop with UV because its complicated but with the simple answers here not allowing you to directly use photoshop you can indirectly do so by importing textures made in photoshop for using in ZBrush.

This is what I plan to do.

Phalse
10-08-07, 02:50 PM
I read this tutorial and its great.

Thanks Ken!