ZBrushCentral

Problem with Polypainting and texturing

Following a tutorial, I’ve recently covered how to make a UV mesh, apply a texture and then Polypaint onto it. However, I’ve stumbled on a slight problem after applying some Polypaint. When I get it to re-apply the texture with the new Polypaint, the end result makes the left side skewed and blurry.

Imgur

Imgur

I’m not sure what’s happened or how to fix it. :-\

Can you share the tutorial so we can see what steps you took? Even seeing the UV map would be valuable information to share as it very likely relates to your problem (for example you’ll want the faces to be unique rather than stacked, with no edges touching the 0:1 borders).

Hi @DustyShinigami

I agree with @Cryrid that this is likely an issue with your UVs, though Im uncertain why. Allow me also to link you to the obligatory documentation on both UV Master, and the prescribed workflow for creating textures from polypaint. The UVM documentation has important information that anyone using it needs to know, and you can compare the steps in the texture documentation with what you’ve done from the tutorial.

Sadly I can’t share the tutorial as it’s on Pluralsight, and you have to have a paid subscription to view it. Unless anyone has one that is…

I think the tutorial covered UVMaster in the process, but I’m not 100%. I’ll check again and compare the documentation. Thanks. :slight_smile:

Okay, I’m not 100% sure why, but after doing another UV Unwrap in UV Master, turning the subdivision back up, going into Texture Map, selecting New From Polypaint, that seems to have done it. I hope… I think what I might have done initially, is go into UV Map and do a Cylindrical UV.

The quick projection methods such as cylindrical and spherical in the UV menu are only really suitable for the simplest tasks. The default UVs that come with the primitives from the tool menu will probably work better. If UV master is overkill, and you just want a quick no-fuss UV map, look to one of the tile methods instead. These will get the job done, but wont be editable and some other programs may not like them. For any complicated subject like a character mesh, you’ll want to use UVM.

From my experience with custom mods and plug-ins etc in software similar to this, they’re usually much better than the original options that are available.

Mmm.

Perform the following test.

  1. From the tool menu, create a cylinder primitive–the type with the poles on each end–then press Tool > Make Polymesh 3d.

  2. In Tool > UV Map, notice that “Delete UV” is active, meaning there is already mapping applied. Do nothing else to the UVs.

  3. In Tool> Texture map, click on the texture window, and select a wrap-able texture.

Most should wrap cleanly around with minimal artifacts, and no further effort.

Now attempt to create new UVs for that object with the UVC (cylindrical) projection. This projection will vary with the mesh’s position in the Tool > Preview window. Attempt to re-create the performance of the default mapping without glaring seams or artifacts.