ZBrushCentral

Exported Polypaint Texture is Distorted

Hi everyone,

I’m new to ZBrush, I have only been using it for a couple of weeks now. I designed a 3D Board game in 3DS Max and have imported it into ZBrush. I used polypaint to design the board and give it color. I am now trying to export the polypaint as a texture that I can the upload into Photoshop to do some further editing, but when ever I export the texture it is very squashed and distorted.

Any help will be appreciated, Thank you!

It’s not clear from your description exactly what you are doing to create and export your texture. A brief step-by-step and a screen grab would help us track down the problem.

Thanks,

Okay sorry, here is my question in more detail.

I created a board for a board game in Autodesk 3ds Max.

I then exported the model as a .OBJ which I then uploaded as a tool in ZBrush

I then used Polypaint to color in the board as shown in the picture below.
BoardWithTexture.JPG

I am now trying to turn the polypainted image into a texture that I can than export and use in programs such as Photoshop.

However, when I create a texture from polypaint, it looks very distorted, like this:
texture.JPG

How do I make it so I can get my polypainted image turned into a texture that I can then import in to other programs without it looking squashed on my model?

Thank you!

What do your UV’s look like for the board?

Under the UV map section I choose 8192 as the UV map size, I make the UV map border 4 and then I choose AUVTiles.
Then in the Texture Map tab I create a new texture and then choose new from Polypaint.

Thank you!

How many polys is your mesh at when you are hitting new texture from polypaint? It should have a several million to support a 8192 texture size. You should be at the highest sub d level when you hit new texture from polypaint.

Also, if you are using AUV tiles that is probably what your texture map looks like. As that’s more or less what AUV tiles looks like. You could try using PUV tiles or the Zplugin Unwrap Master for a UV layout that looks more traditional.

Either way, if you flip the texture map vertical and apply it to your zbrush model in 3dmax it should look normal.

Thanks for all the help!

I have run into another problem now, when I try using PUV Tiles my ZBrush just crashes. I am not sure why, seeing that my computer is easily beyond the requirements for running ZBrush. Is there something I am missing?

My Poly Count is: 2,023,770

Thank you!

Are you hitting PUV tiles at the lowest sub d level? You can use AUV tiles just fine. Just export the mesh and texture from zbrush to max and flip your texture vertically.

I only have 1 sub division level so when I am hitting PUVTiles it is on the lowest one possible.

When I export the texture using AUVTiles this is what it looks like when I use it in 3ds Max.
3DS Max Image.JPG

Thank you!

Did you flip your texture vertically?

Yes, I flipped the texture vertically.

Not having any sub d levels on your mesh is probably why PUV is crashing. You probably also won’t be able to run UV Master on it either as that polygon count is a lot higher than what that plugin was designed for. I think it’s max was around 150,000 polys or so. So you are waay over that limit.

If you exported your new AUV mesh and vertically flipped texture to max and it’s still not looking correct than I would assume that the AUV you tried to run on your 2 million poly mesh also didn’t correctly run because your mesh is too dense.

You can try to re-construct lower sub division levels on your mesh a few times and try to use PUV/AUV again and re create your texture again.

You can find that in zbrush here > Tool > Geometry > Reconstruct Sub div.

If you are not able to do reconstruct sub d then you may need to start over and keep your lower sub d levels, or create your UVs before you delete your lower sub d levels.