ZBrushCentral

AUV Mapping, and Maya 6 seems

Hey Everyone,

Just messing with the Silo, Zbrush, Maya workflow for texture and normal mapping. What I’ve done is import my model from Silo, model my detail, go to my second subd level, delete the lower, generate my AUV map, create my displacement and normal map, then export as .obj into Maya 6. I’m using Mayas new and shiny High Quality Renderer, but I’m getting massive seems in the texture. I’ve tried messing with the peramiters to get them to line up right, but can’t seem to do it, and help would be great!!!
seems.jpg

Cheers,
Shawn

ZBrush coordinates are accurate. In most cases, seams and bleeds such as this are caused by differences in the way that various programs interpolate UV coordinates. For some applications, UV coordinates may need to be shifted by .5 pixel to the left/right/up/down in order to achieve perfect registration.

ZBrush allows this offset to be done using the following procedure:


  1. Import the mesh into ZBrush
  2. Import the texture or create a new texture with the exact dimensions that will be used in your other applications. This step is important because it allows ZBrush to calculate the correct value which will result in a .5 pixel offset.
  3. Adjust the AdjU and AdjV in the Tool>Texture menu (the offset should be .5 or -.5 in the U and/or V axis) and then press Apply UV Offset.
  4. Export the mesh to your other application and execute a test render.
  5. Repeat steps 3 and 4 until you find the correct offset.
  6. Make a note of the required offset and apply these to other models as needed.
This should resolve your problem. If it doesn’t, please post the question at ZBrushCentral in the Questions and Troubleshooting forum. Be sure to include the sample mesh and texture.

Also, it is recommended that you not use MIP mapping or texture antialiasing in Maya, as these can cause seams.

Hi Aurick,

Thanks for the reply. It seems to me, that there visible seam displaying in Zbrush, that is definitly more prenounced in Maya. Before I troubleshot the UVs in Maya, it would be good to have them displaying coorectly in Zbrush. Is there something else that I’m missing here? Could it be an issue with display drivers? I have uploaded the .ztl file (shawn_p_hand.zip).

[![sp_z_seams.jpg|500x442](upload://sCKg62kHNHeFXXhXIQJd3X08DVg.jpeg)]

Thanks for the help,
Shawn

Hiya,

Just did some more experimenting myself. I did manage to remove the seams, I had to set the AdjU and AdjV in Zbrush to zero, then generate the AUV, then change the FSBorder to 0. Still kinda have seems in highquality rendering in Maya, but that's not an issue with the UV from Zbrush.

Cheers,
Shawn

Wonderful hand!

If you like modeling in SILO , You will LOVE modeling in wings 3d :slight_smile:

It lets you extrude edges fro nice fingernails :slight_smile:
http://www.wings3d.com/

It also lets you UV map things…

Hey Polaris,

I would probably like it, but can only handle using so much software at once, hehe. I'm really happy with the Silo, Zbrush to Maya workflow so far. Though I'm still doing some extensive testing to make sure all the apps play nicely with each other.

Cheers,
Shawn