ZBrushCentral

Cavity masking causes Pixolated Textures?

The attached images show the issue I’m encountering. And I also put in a shot of the polypainted creature before hitting color>texture.

My issue is When I convert color to texture my texture then turns grainy or pixolated.

It seems to be the cavity masked areas only that become pixolated.

It has nothing to do with the size of my texture, because even at 4000x4000 it happens.

Is there anybody out there who has encountered similar problems or anything like it that might be causeing my issue?

[EB_01.jpg](javascript:zb_insimg(‘112800’,‘EB_GRAINY_ARGGGG.jpg’,1,0))
[](javascript:zb_insimg(‘112887’,‘EB_01.jpg’,1,0))

Attachments

EB_GRAINY_ARGGGG.jpg

Grain_E_02.jpg

Dang, I’m hurtin here… Any ideas at all?

Did you make sure to turn cavity masking off? How about clicking Tool>Masking>Clear to make sure that there’s no residual masking?

Hey Aurick, thanks for the suggestion. I tried your suggestions, and they
didn’t seem to fix the issue.

I did a test on Nickz’ free male model, and the cavity masked areas on that mesh came out all grainy and pixolated as well. So I’m almost certain it has to do with that, although I’m new at this so everything is a guess at this point.

Any other thoughts? Any suggestions to try?

Attachments

EB_01.jpg

Grain_E_02.jpg

Here’s a better look at a close up of the head, as you can see the top image is very grainy compared to the detail in the bottom image. Any help is great help!
[Grain_E_04.jpg]EB_Polypaint_Headshot_01.jpg

You get pixolation because when you convert a poly paint to Texture you get to see what resolution you are really getting from poly paints. (which is not allot)

Higher the polys = more the resolution but unless you have a High end machine that will handle 36million(quote) polys per part you will never reach 4096X4096.

Heres a tip Transfer the poly to texture then since you have a nice uv layout start doing some projection master / Photoshop to lay some high res gooey(yathat) textures on top with fade on.

Use the textures not poly paints at that stage and keep dropping and picking up until you cover the part.

or you can laythe textures on a UV snapshot and use the tranform warp tool in photoshop with the texture set to multiply layer :wink:

look for high res plant textures that are very up close shots or start taking some shots on plants up close using a 200mm+ lense
thats my favorite way :wink:

I sorta like your high contrast look here. if you have some digital painting skills you could probally use it as is and paint the rest via post production