First sorry for my english
The problem is in your UV mapping, which is why you had trouble in Body Paint, as well. Your model must be UV’d correctly before you will be able to successfully do anything texture-related.
Well, I`ve aplied UVWMap to my object (mapping type BOX) and there is some change. Now I have triangles and some square shaped areas. But how I will draw on it!?
When exporting from Max, make sure to use these settings from the FAQ>Other Applications>3D Studio Max section here at ZBC. That way, the UV’s will export correctly.
Next, use Projection Master to paint your texture. It has a built-in tutorial to help get you started. Click the ? icon in the lower corner of the Projection Master panel to run it.
That`s what UVMorph does. How I will draw on it? I export from 3dsmax correctly. And I apply GUVMap before I open ZMapper.
Why there`s no any tutorial about this on internet!?
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“Why there`s no any tutorial about this on internet!?”
ZMapper is not an interface that allows you to draw textures. You are fundamentally misunderstanding the plugins role.
But I`ve heard ZBrush can do this. So if not in ZMapper when I can draw it? And how? There are many tutorials about normal maps, displacement map, subdivision etc. but not any about simple diffuse map
Can you tell me what I have to do after import model to ZBrush?
Im wondering where you know how to do this from if there
s not any help on the net
BTW, I know my english isn`t quite good but I hope you understand what I write?
ZMapper is well-documented with a manual that’s about 100 pages in length. The problem is that you are seeing a plugin that was created for normal mapping and mistaking it as something for painting textures.
The Morph Unwrap feature that ZMapper has is useful for seeing how your model’s UV’s correspond to the geometry, but you can’t paint on it.
Yes, ZMapper creates a texture (the normal map), but it is ONLY capable of creating that kind of texture. For a regular color map, you need to use Projection Master.
Hmm I wonder if the morph unwrapper could be converted to use as a uv unwrapper?
From watching the video, it looks like a math conversion might be all thats needed…