ZBrushCentral

Pixelated uv textures, Please Help!!

I’m at a loss here guys, and was hoping one of you bright sparks would have an idea of how to solve this issue.

Quite simply, whenever I click ‘new from polypaint’ the uv that is generated is pixelated, so I increase the uv map size, I’ve gotten all the way up to 8k and the image is still pixelated. I’m so confused as to why, any ideas?

It’s because the model you’re using is probably low poly. I’m assuming you’re wanting a low poly model with high resolution texture for UV mapping and exporting? If so you and I are in the same boat right now as I’ve done this before but can’t FOR THE LIFE OF ME remember how to do it again!

I am trying to export the textures from the high poly mesh, I am at the highest subdivision level, but the quality is still really bad, the only way I can make the textures look ok is by turning on anti aliasing, but I lose detail. Please someone help us out, I’m sure the answer is out here somewhere.

It would help if you showed some pictures of your polypainted mesh, your UVs, and the maps you are getting.

Hi-poly, highest subdivision level… Blah .;). What is your point count?

Thanks for the responses guys

So this is a part of the model so far, as you can see it is around 1 Mil polys, the before short the mesh with the powlypaint, the after shows the result of the texture map after powlypaint has been transferred to a 4k map, I have gone all the way up to 8k, and even though the quality improves it is still not sharp. I’m pretty sure the issue is something I have done, but I just don’t know what.

Screen Shot 2015-07-21 at 1.53.17 PM.pngScreen Shot 2015-07-21 at 1.52.48 PM.png

pics are wrong way round, lol, 2nd image is the polypainted, first is the textured with map

Also a secondary issue if anyone knows the answer, how do I choose which uv tile is assigned to which flattened texture. I have multiple subtotals, I want on texture for the head etc, so those parts get more resolution, from my research I have seen many suggesting putting th uv’s on different tiles, no one really explains how??? Any ideas.

Thanks in advance Zbrushersssss

The most likely explanation is that you’ve got poor UVs. If the UVs aren’t well distributed then they can’t use enough of the texture map to capture the detail. You should see an improvement as you increase the map size though. Make sure you are setting it in the Tool>UV Map sub-palette before pressing Tool>Texture Map>New From Polypaint.

You can’t assign different UV tiles in ZBrush, UVs are always in the 0-1 space. You’d have to move the UVs in another program such as Maya. But whether you need different UV tiles really depends on what you are going to do with your model. If you are keeping all your subtools separate then it won’t make any difference.

It looks like that may have been the issue, thanks, I redid the uv’s and saw major improvements, I’m still trying to find a good program to uv with that won’t cost me another bit of money right now. UV Layout looks pretty good, and isnt too pricey.

Thanks everyone for the help, it can be frustrating not knowing what to do to fix an issue, so i appreciate the time everyone took to help.

ZBrush UVs are good, either using UV Master or the automatic options in the Tool>UV Map sub-palette. It really depends on how much control you want at what stage of the process.