ZBrushCentral

Multip map export tile order problem

Maybe I’m missing something simple but the Multi Map exporter seems to export the tiles in a sequence other than the order they are layed out in UV space. Anyone else experiencing this? Simply laid out from left to right.

In my case I have 12 tiles. It exports tiles 1,2 properly, then exports tiles 11-12 as 3-4 then starts back at what should have been tile 3 and exports properly as tile 5-12.

1-2-11-12-3-4-5-6-7-8-9-10

Thanks.

MME currently takes no particular notice of the order of UV spaces (which incidentally can be positive and negative for both U and V). I’ll bear it in mind for an update.

Ah ok, that would explain it then :slight_smile: Any idea on when this update would come? We have a large production starting in October and being able to consistently export the maps in order would be a tremendous help. Also, another request would be to tag the maps with the tile number upon export as well.

Thanks so much for the help.

The ZBrush 4 dust needs to settle a bit before deciding on updates but by October is not impossible.

Do you mean by tag the maps with the tile number the number of tiles for that mesh?

Yeah it would be similar to what mudbox is doing. The end of the file is tagged with the tile number such as disp_u1_v1.tif It helps a lot for automating map processing and assignment. Probably not as big of a deal for working at home or at a game studio but we will often have 30-50 maps for a film character and it can get confusing pretty quickly.

OK. Just so that I’m clear on this: that’s presumably the lower end of the range for a tile? In other words a tile that was in the 1-2 U range and 0-1 V would be labelled u1_v0 (see image)?

Attachments

UVtiles.jpg