ZBrushCentral

No way to create a texture map from a polypaint

Hello, I made a simple cube shape for a wall with UV in 3dsmax, export as obj into ZB, subdivide, add details and polypaint.

All i want is to create a map from polypaint, but all i got is crap :angry:.

On the picture, on the left is the high poly mesh with poly paint, on the right the low poly (subdive1) with the generated map appliedwall.jpg.
The UV islands are correct but the colored map is a mess

what am I doing wrong?

thanks

Attachments

wall.jpg

Make sure the UVs are not touching the edges of your texture space (they look like they might be along the top of the thumbnail image), and that you don’t have any UVs sharing the same space. Each face should be unique.

I’m guessing flipped texture on V.

First of all Cryrid & beta_channel thanks for your suggestion and attention.
Unfortunately I took care of the uv an flipping possibilities without succes.

I started from scratch another ā€œcube testā€ ztool inside of ZB. From a Qcube with just an inward extrusion on one face to simulate a window, done the UV inside 3dsmax, to have the 6 sides of the ā€œcubeā€ planar mapped with correct proportions and orientation.

I want to use ZB to texture map architectural stuff, but with not much conviction, working half blind is not an option.

The 3 pics show that I’m facing more a viewport bug inside ZB than a bad convertion between polypaint and map (I’v done that with organic sculpt and it works well) but here?..
test1.jpgtest2.jpgtest3.jpg

Attachments

test2.jpg

It’s like I said your texture needs to be flipped in V inside of Zbrush. Zbrush needs are textures flipped on V.

Texture>Flip V

Well I’d like to be so simple but flipping don’t resolve the problem:confused: either the texture or the UV map

look at the new pics, the map from polypaint beside the UV template, ZB project the polypaint face by face?! and inside 3dsmax, even if the uv island seems correct the faces of the front face of my wall are exploded

test4compara.jpgtest5.jpg

it’s either a problem during import/export beetween software that destroy the UV and a ZB ā€˜bug’ for the display

Attachments

test5.jpg

Your UVs are being shuffled. Ensure you’re flattening your stack before you export. Try using goZ or .fbx files instead of .obj files and see if that solves your problem. I recommend using .fbx as it will import with a brick pattern on your mesh by default so you can easily see if your UVs are broken.