ZBrushCentral

Misaligned Texture

I brought in a scan I did from artec studio and I had clicked on UV Map to bring the texture in to apply to the model but whenever I bring it in its all mis aligned. I clicked the ‘adjust’ tab and tried flipping and switching it but it isnt not laying on the model correctly.

Does anyone have any suggestions on how to get my imported texture to wrap properly?

Attachments

Misaligned Texture.PNG

I don’t fully nderstand what you did, But if you made new UV for the model, the texture will import and display differently to what you expected.

Or if the original UVs are on the model, you may just need to flip the imported texture vertically.

Yes, try importing the map into the Texture palette and flipping vertically before applying to the model.

Thanks for the responses on this issue,…The original model I had saved out of Artec Studio 9, and also saved the texture map out with it as a jpeg…But then I brought the model into zbrush and turned it into a Polymesh 3D and did some editing to the model like touching up the arms and hair.

after I was done editing the model I went to import the original texture map that I had saved out with artec but I got a message saying that I would need to apply a UV map before I could do the texture so under the uv map panel-create- I selected UVP (UV Planar) but when I go to flip the texture on the vertical it still doesn’t lay right on the model.

I had tried doing this with a model before turning it into a Polymesh and it works perfectly once I flip the vertical.

Am I maybe not doing the UV Map part correctly?

If you import a model into ZBrush there is no need to make it into a Polymesh - it is already a polymesh. (The ZBrush primitives are an example of things that need to be made into polymeshes, as the shapes are adjustable through various settings in the Initialize sub-palette. Making them into polymeshes “fixes” them so they can be sculpted.)

If you press the “Make Polymesh 3D” button for a model which has UVs then the new version that is created will not have UVs. If you then create new UVs for it then it’s very likely that any texture map that worked OK with the original model will not work with the new one, because the UVs are different.

What you can do is this:

  1. Select your original model that you imported into ZBrush.
  2. In the Zplugin palette, press UV Master>Copy UVs.
  3. Switch to your new model. Go to the lowest subdivision level if you divided the model at all.
  4. Press UV Master>Paste UVs.

Your texture map should then apply correctly.