Is there a setting im missing ? When exporting garment from Marv D texture does not bake correctly in Zbrush.
Hmm! Which version of ZBrush are you using?
You need to provide more/more accurate information about what we’re looking at. A texture is color information, but that doesn’t seem to apply here. Is this instead the result of a displacement map? If so, how is it applied? The answers you get in this forum will only be as good as the information you provide about the issue.
As to those off-color artifacts, there are a number of possible explanations.
- As in your last post on this issue, this could be the result of overlapping meshes where one is peeking out in places from under the other. Something about your process could be creating duplicate meshes.
- Those artifacts could be the result of a material not being applied evenly to the model for whatever reason, resulting in a different material displaying on those polygons. Make sure the mesh is completely filled by the active material by clearing any masking, and using the the Color> Fill command with either the M (material) or MRGB (Material + Color) filters active.
By default, if the polygons aren’t filled with another material, Zbrush will display the active material on a mesh. It is possible for a mesh to contain a mix of filled/unfilled polygons, or to be filled by a mix of materials.
I checked for overlapping meshes that does not seem to be the problem. The problem seems to be in Zbrush. I added a mesh already in zbrush and the same thing happens. Also tried the color fill and masking.
Im using zbrush 2019
I am using the latest version (Zbrush 2020.1.3) and I don’t have this issue. Download the latest version from My Licenses and install that. Doing so will not overwrite your ZBrush 2019 installation in case you still want to keep that.
Please upgrade to the most up to date version of the program–currently 2013.1.3. This is free for registered users, and obsolete versions are not supported. Always be up to date before seeking help, because it’s impractical to troubleshoot a program version that may be missing years of fixes.
This is a quick texture I made for the Julie model garment in Zbrush using these instructions. For best results, you want a low poly base with clean topology for unwrapping, and multiple subdivision levels to divide the mesh sufficiently for polypainting.
Figure out how your imported mesh or process differs from this.
Also, consider filling your mesh with a flat material. Some materials have visual effects that can create these sorts of artifacts. They may or may not render differently with a full BPR render and anti-aliasing.
Thank You !
Thank You