ZBrushCentral

Help, I can't lower my res

Hi,
I have a model that I painted and sculpted in ZBrush and I wanted to lower the resolution but the button is grayed out and I did Shift +D but the model does not change. I have XBrush 3.2. on a mac. I want to make a UV map and color map.

Also, any good advise on how to do that easily?
thanks!
Karen

in the tool/geometry palette try Reconstruct Subdiv, if using 3.1 you will have to enable UV’s in the tool/texture palette. this will only work if your model doesn’t have triangles and was previously subdivided.

I tried Reconstruct Subdiv but the error message said something about triangles. Is there anything else I can do? I worked so hard to make it look great and would like to export it as an obj with the texture maps.

Can I do anything in Maya about the triangles?

thanks, Karen

if you still have the low res you can import that back into Zbrush and reconstruct you model from the high to low one subdiv at a time until you get it back to the proper subdiv level.

Don’t panic, there’s multiple ways to fix this little problem.

You probably accidentally hit the Delete Lower SubDiv button.

Import your base mesh and append it as a subtool of the ZTool that’s messed up. Use Project All to transfer your sculp and paint work to the appended mesh.

If you don’t know how to use Project All, there are lots of tutorials and videos on the topic.

I so much appreciate all your help. This is my first time saving a texture in ZBrush. I want to bring this into Vue Extreem but when I did the texture was messed up. Help!
Here are the files, one settings in ZBrush and Zbrush image, then what the model looks like in Vue.

I so appreciate any help I can get!
thanks, Karen

Attachments

Starfish-in-ZBrush.jpg

Did you flip your texture after you exported it? You need to flip it upside down for the texture to work properly.

Hi,
At what point do I flip it? In ZBrush or in Vue? I flipped it around it Vue to no good result already. I did the Flip V in Zbrush.

Any other suggestions?

I new to ZBrush so I really don’t know what I am doing. See the previous post for the settings I had when I exported the Model to .obj.
thanks!

Karen, I’m not sure why but I also select the flip in ZBrush and I still have to flip it again after so I’m not sure what’s up with that but just open up the texture after in Photoshop and flip it upside down you will be good to go. :slight_smile:

Hi, the problem with the texture is that is is all a bunch of mixed up pixels. It doesn’t look like the starfish. Can I have a problem with size of texture to mesh size?? I’m such a newbe I really don’t know.

What steps should I take to get the uv and texture done in ZBrush? I want to bring the model into Vue as an obj.

Any help will be greatly appreciated, I’ve been struggling so long on this!

Attachments

starfishTexture.jpg

Zbrush’s tile UV mapping are designed to map the mesh with a maximum of texture space efficiency, and a minimum of user fuss. They should work fine for most external applications (though some will be problematic and always require special care), but you will not be able to make sense of them in an external image editor., or viewing the texture as an image.

If you need more deliberate unwrapping that makes a bit more sense in external image editors, you will need to unwrap those in an external application that allows for more deliberate unwrapping, and import those UVs into Zbrush before making the texture. In *many* applications, it will require you to flip the texture vertically before it will display properly on the mesh. You can do this in either Zbrush or the external application..in most cases...or an external image editor. Seeking information on the *specific* workflow, between Zbrush and the *specific* application you are dealing with will be helpful here. (they are all, unfortunately, different). If you don't understand what I mean by terms like "unwrap" and "Uvs", what you really need is a "3D texturing and rendering 101" course, probably best delivered by the manual of the software you are trying to render in.