ZBrushCentral

Filling a visible OBJ with a texture map has bad results when unhiding

Hi,

Did something change in how ZBrush handles texture maps? I’m frustrated because I think in older versions this didn’t happen.

My steps,

  1. Load up figure with multiple UV’s
  2. Subdivide up the model 3 times for better resolution
  3. Hide everything but the face
  4. Import the head texture, flip and then apply to the face
  5. Unhide the rest of the figure and

The texture has been applied all over it.

I think, iirc, that when you hid the poly’s in the past they didn’t inherit the fill of the main part you had visible

So need some educating here, reminder if need be, of how to get around this issue

Thanks so much!
Richard

Hi @RAMWolff!

This is true if you are applying color directly to the mesh vertices, like you do with Polypaint.


When you apply a texture via the Tool > Texture Map menu, it will be displayed according to way your UVs and image map are laid out, across the entire subtool. The only thing hiding a portion of the subtool does in this case is determine what portion of the mesh is visible. It has no role in determining how the texture is displayed. Zbrush supports a single set of UVs, and a single texture map per subtool.


If you have several image maps you’d like to combine into a single texture for a mesh, paint those images as Polypaint onto the mesh with Spotlight or otherwise, then bake a texture from the Polypaint..

You could also apply each texture in turn, hide the portion you don’t want to be affected, and use Polypaint > Polypaint From Texture to apply that texture as polypaint only to the visible portion of the mesh. In this case, hiding the mesh will protect other portions from being filled. Then create a texture via the process above to create a unified texture.


Hope this is helpful!
:slightly_smiling_face:

Thanks for the reply. I actually found the solution in an older YouTube video I happened upon. So the updated steps are:

  1. Load up figure with multiple UV’s
  2. Subdivide up the model 3 times for better resolution
  3. Hide everything but the face
  4. Import the head texture, flip and then apply to the face
  5. Expand the Polypaint module and click the Polypaint from Texture
  6. Unhide the rest of the figure
  7. Continue to the next UV