I have created a head,I use texture master and it creates the Texture in the texture viewer.
When it is exported for retouching, it is difficult to change individual items
eyes for instance appear as straight line smears. I realize this is the texture map"unfolded" but can anything be done to help say the eyes ,keep the eye shape.
I have seen it in other mapping examples.
I have seen also the example with tiles which I consider worse than what I have now.
Is there a third way.
Phrasing questions like this makes for an interesting afternoon.
Many thanks
it sounds as if you have auv-tiles in your texture … this has big advantages, since it prevents unwanted streching, but as you notice disadvantage is you cannot tell when unwrapped where eye is … if model allows you could use spherical mapping, then you will see clearly eyes and mouth etc or you can use third party program to assign outside zbrush to your model different uv.coordinates, and i guess this was used for example in texturemaster tutorial for the rhino … i hope this helps
Kokoro, many thanks for you advice in the other post and here.
If I could presume upon you a bit more.
I have seen illustrations of maps that resembled the actual object flattened out.
I understand this.
I have seen the “tiling” maps where nothing except the color is recognizable. Understand the principal of this.
This seems to be a third,the map is showing parts of one as a “pressed out map” which is ok, but it is showing parts as another kind
I will include the map for the work in the other forum to show you.Changes were made, but I think you see the point.
The rectangle to the right had the eye color as a smear of the color, it would have been impossible to adjust it.
Many thanks any help,continued luck with the princess.
edit :original upload=cinemascope, resized.
[]http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076621572jdu.jpg[/IMG]](http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1076621572jdu.jpg[/IMG)
You must have merged two separate objects together with the multi-marker tool after you textured them. I don’t know how to fix that, unless you can make a new AUVtile layout for the new polymesh. I could be wrong though, because I don’t use the multi-marker tool very much.
EDIT: You can use Svengali’s zscript I believe to try and fix the textures. It will make it an AUV tiled texture, but it should copy your original texture’s pretty good. Here
I see where you are going with wanting to make a more flat texture. There is a program that Ken Brilliant used in one of his .pdf tutorials called UVmapper.
http://www.uvmapper.com/
You can use this to lay out your UV’s so you can paint on the flattened version of your texture. I personally haven’t used UVmapper, but Ken has a tutorial somewhere here at ZBC that covers it pretty good.
Hope this helps.
WC, many thanks, will try.
edit, retried without markers.
Just straight mapping of photo to head.
Two sections again. 
Pilou, this is the type thing Marcel does well. Do you recall the threads he tutorialed (?) in.
Marciani had one awhile ago too, but it didn’t show this.
Many thanks, you seem to be spending a lot of
time with me lately. Hope I end up deserving it.
This one? these? some advices on the 2 pages 
On the page 2 you can see my avatar in big format 
Pilou
Ps When you don’t refind something make this 
It’s from Marcel ?
Ok Just got to the up menu, marcel style is easy to recognize 
Clic on the image
Go to the orange Gallery and explore it!
Another solution : Look at the number of member : here marcel has the 2744 
So go to the search section : enter some words and the number of member
Voila !
It’s the parable of the fishing rod or the fish 
hi bicc39,
just curiuos where in new hampshire are you
im here in dover.nice to know im not alone
and there are local(loco)zbrushers near.
you,sgbrown(nashua),and i from this state
as far as i know.
Gary; Candia,(Merrimack).
I’ve been living in New York the past few weeks.
I thought it would be warmer.