ZBrushCentral

Multiple texture maps in Z3?

I thought I had read that it would be possible to apply multiple texture maps to an object on Z3, but I cannot find the documentation for instructions on doing so. I was really looking forward to being able to texture objects that use multiple mapping zones (head/body/lashes, etc) and alphas, without having to break them up first. It would make seaming between zones a LOT easier if I could do this.

Was I mistaken about this feature?

This too is one of my concerns, if you were able to paint on at least two maps that would be good enough for me. Of course maybe poly painting to texture might solve this, as long as you have multiple uv’s already set up, i don’t know, havent checked.

all you would need to do is export a different obj for each uv set. now zb3 has polypaint you can import each obj at the lowest level and render a texture map for each uv channel.

I do that now in Z2. What I had hoped to be able to do in Z3 is be able to work on the entire object, including all UVs applied. My object already has UVs when I import it. It’s important that I do not change the UV mapping, only the texture maps. I want to be able to work on multiple uv zones simultaneously.

Example: My object has multiple UV Mapped zones.
It has a head that is on one zone, a body on another, and the eyelashes are another zone that also use an alpha.

Right now, I work on the head and body in seperate sessions because I can only apply and work on one texture map at a time. This can cause a problem in the seam between the head and the body. I want to be able to work both at once to avoid this and create accurate fine detail between zones.

I thought that Z3 was going to be capable of that. I want to be able to create a seamless flow between zones, and see it as I work on it.

I can temporarily rearrange te UVs to fit on a single map, and recut it after I’m finished, but then I have a problem with image size constraints because I need high resolution maps for each zone.

Here is the workflow you should follow :
Create multiple Polygroups based on the UV sets.
Paint your model in polypaint
hide all except a polygroup
create a new texture
convert the polypaint to the texture…

thanks rimasson, i figured that was the way around this issue.

Thanks :slight_smile:
That method does work, but I lose too much detail. I guess I’ll just keep using the other method.

I’ve actually got a workflow tutorial dealing with multiple UV maps/texture maps on a single model with a Zbrush/Maya workflow.

Haven’t completed the entire WIP/tute yet, but everything up to the initial sculpt in Zbrush is done, including the UV layout, exporting, import into Zbrush.

Other apps may work a little differently than Maya in this regard, but all should be similar.

Anyhow, below is the link to my (continuing) Zbrush/Maya Godzilla WIP/Tute thingy that may be of some help:

http://www.treyharrell.com/v3/?cat=7

You’re most interested in day 1 and day 2.

Here’s to getting up to speed in Z3 enough tonight to start on the detailing :smiley: !