hi i know this subject has been discused in the past but i searched and could not find anything that could help me you see i have modeled a head using 3dsmax and fixed the uv mapfrom the stretching and overlaps and wanted to bring the head and paint the texture in zbrush but the texure is messed up here is an example to what happens to the texture when i place a texture on it
here is a rendered look at the model with no texture
The only thing I can say is try adding a different texture to it. Or in fact, turn texture off. Then, Open up the Texture Master script and drop your head, click pick, and a new texture will be applied to your model, hopefully with the correct texture applied.
I did pretty much what you did, except I used Maya. You can see how my texture turned out here, http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013039
All I did was import the .obj file in Zbrush, opened the Texture Master script. Set my texture size, then dropped the model, clicked pick, and viola, a texture was made. I never had any problems with it. After that, I imported a texture I baked in Maya into Zbrush and applied that to the model in Zbrush. Again, no problems. I think I had to flip the texture vertically though in photoshop, as it was upside down.
I’d say just try it again, but this time with a new texture.
I’ve had this problem.
I think it was because I originally placed the tool on the canvas while in Perspective mode. In Edit mode, the perspective effects are not shown. When using TextureMaster, and you Drop the tool to the canvas, I think it drops it without the perspective effect. But then when picking, it places the tool with the perspective effect. Then when it is transferring the Dropped image to the texture of the tool, it picks up a lot of the black background.
Did you have Perspective on? Try placing the tool without perspective, and then use TextureMaster.
Hi
I just recently encountered the same problem and its easy to solve. It’s basically a UVmapping problem.
You need to download a free program called UVmapper.
*Firstly export your model from Zbrush as an object (obj.)
*Open up the object in UVmapper and you’ll notice the problem straight away. The UV coordinates are all over the place. All you have to do is neaten them up.
*Goto ‘MAP’ and choose cylindrical. Select ‘Y axis’ and rotate 180 degrees (This worked for mine but you may need to fiddle around with it until you get a nice looking spread of the model). Resize it vertically and horizontally until it looks in proportion.
*Then select ‘Export model’ and this will save these new UV coordinates on to your model.
*Also select ‘Export Texture Map’. Which can then be opened up in your favourite paint program, and you can use it as a guide to custom paint your own textures for the model.
Hope this helps.
since you said you laid out the uvs in max already to your special preferences you might want to try flipping the texture in zbrush.
usually .obj transfers the uvs very acurately but then zbrush might still need a final flip of the coordinates in either x or y.
give it a try
Is the bad render from ZBrush or Max?
Here is a model I textured tonight using AUVTiles in ZBrush (No UVMapper necessary):
I am having a different problem, though. Notice the seams in a few places (red dots). I have tried to paint over them but they won’t go away. In fact, it seems like a new one appears each time I edit the texture.
Does anyone know how to combat this?
Doesn’t matter! It looks really good!! Does it do on EVERY model?
I still think Ramon’s problem is a UVmapping problem.
True, textures that you create yourself in TextureMaster appear normal. But the problems begin when you try and apply one of the preset textures from ZBrush.
In the first pic posted by Ramon22, it seems the B/W checkerboard texture was applied, and didn’t work. Correct?
As I said, I had the exact same problem a couple of days ago. And UVMapper fixed the problem. Additionally by fixing the UV coordinates, it gives you a neatly, laid-out texture map which you can easily finetune further in paint programs.
If you can provide a ZBrush solution to this particular problem, I’d love to hear it.
It may not be the checkerboard texture. I can end up with a similar pattern with a pure ZBrush model if I try to texture it with Perspective on when the model is placed in the document. We need more info on the actual problem. Ramon said that he has already ‘fixed’ the UV map in 3DMax, so UVMapper should be unnecessary, assuming that the map is good. That is the problem: we are assuming a lot of things.
Ramon, is the above render in ZBrush? Is it a checkerboard texture applied to the model in ZBrush, or is this the texture created from TextureMaster? What were your steps in importing and texturing the model?
Do you want to end up with a map that can be edited in PS, or will the AUVTiles map work for you?
Thanks, Jay S. Does what do ‘what’ on every model? The seam thing?
i dont know how to thank you for all those responses,thousands of thanks on the replays.wchamlet i have started reading your post to see if there is a soltion to my problem over there,also to cwahl
yes it is a checkerbored texture that i placed on the model to show hows the texture is wraped around the head,and Jaycephus i left on the prepective i did not know that it mattered so i will get on it the render is done with 3dsmax.i fixed the uvmaping in max using a checkerbored and all the texture was smooth on the model then i exported the model in the format of obj.an imported it to zbrush and when i looked at the model there were peces missing in the geomatry.i think it will be better if you can see the model and tell me what is wrong with it 123.zip and thank you all for the help,and sorrey for my english
Well, from what I can tell, there isn’t any UV’s with this model. When I tried to apply a new texture to it, all the UV’s were layed out in AUVtiles automatically. I could be wrong though, because I don’t have any software available to actually check the UV’s of your model.
It seems that for some reason your .dxf file may not have carried over your UV layout. I’d look into that. If you could save your model as an .obj file, I can check your UV layout’s and see if they are in fact there. But, like I said, I don’t think your file contains your UV’s you laid out in Max. Which is the problem you are seeing.
Can you show us your UV layouts that you did?
I just downloaded your model and imported it into Zbrush. If that was the model you imported into Zbrush then what you are seeing is completely normal. The file is in .DXF format and that format does not contain UV coordinates. When an object without UV coordinates is imported into Zbrush it is automaticaly assigned AUVtiles texture coordinates.
You have to export from 3DSMAX to the Wavefront .OBJ format. UV coordinates will then be intact when imported into Zbrush. This is the only .OBJ export plugin for 3DSMAX that I know of.
Hope you get it to work, nice head model you have got going
Your English is pretty good.
When you applied the texture in ZBrush, did you just import the model, go into Edit mode, and select the checkerboard texture? Or did you import the checkerboard texture you were using in Max? Or did you start with TextureMaster right away?
If the latter, then the Perspective mode ON would be the problem. Otherwise, it is not a factor.
If you are sure that your UV map is ‘optimal’, then you should be able to simply apply the ZBrush checkerboard texture. (Because it is a symmetrical texture, I don’t think flipping the texture will have an effect in this case, even if the UV coordinates were flipped from Max.) So if you still have the wierd texture, I would suspect the UV map, and follow Cwahl’s advice to load up the exported model in UVMapper. This would give you an independent check of what the UV map looks like.
Of course, if you don’t care what the texture map looks like when it is not applied to your model, then you don’t need to care what the UV map looks like: just use TextureMaster with the AUVTiles mode selected.
This thread describes a similar problem, btw.
oops, looks like TVeyes has it figured out…
Good luck.
ok i exportd it in obj format and with uvmap intached then imported it to zbrush and turned the prespective off but nothing changed still the texture is messed up here is the shape of the uv map i picked it of with texporter to show it also here is the head in obj format.thank u agine for the helphead1.zip
It appears something is wrong again with your UV’s. Here is how they look on the .obj file you posted.
I painted a solid color on the model in Zbrush, and it’s really all messed up.
And the texture it paints.
It seems as if somehow your UV’s decided not to save in the layout you posted above. It’s very strange. I hope you get everything worked out. If not, their is always the AUVtile option too.
Good luck.
thank u all for the help ,atlaST i found the right plugin that will export the model as obj and with texture intact to it in the right was
use the free Crytek Polybump normal map plugin. You can export .obj files from it and it preserves your uv coordinates. You can download the plug from crytek’s website.thank u all for the help,and thanks to bonko