ZBrushCentral

Texture in ZBrush looks fine compared to in Maya !?

Hello,
For some reason when I’m making the texture in ZBrush on high subdivision level it looks terrific but as soon as I go to a lower subdivision level or to see the texture on the model in Maya it looks bad… (even if I smooth the model out in Maya)
It sits all right but the straight lines are not straight anymore, they are all twisted…
How come?

Thanks.

If I understand what your’e trying to do, getting wrong textures even in zbrush lower subdivision levels…, the uv layout might be wrong in your model… if the uv’s are too stretched the texture will never look good even in high sub-d levels… when polypainting in zbrush on a dense mesh, the problem will not appear because there are a whole bunch of triangles to work with…

Try evening a little your uv’s, trying to make them the most right angled possible (90 degree squares or rectangles)

Thing is, they do look fine on high subdivision level (only in ZBrush)
I’m sure the UV layout isn’t perfect, I even had some problems painting inside ZBrush with it looking odd in some areas but I worked around that and got further into the work… now it’s basically complete, it looks fine in ZBrush in high subdivision level but a bit screwed up in the lowest subdivision level as well as in another modeling program like Maya…
How come it looks slightly twisted if it does look well in ZBrush on high subdivision level…? :frowning:

There is no way to get a clean texture without proper uv’s.

When polypainting, Zbrush assigns a color for each vertex in your mesh, so, the uv layout doesn’t matter… it will look terrific.

Maya, uses a texture system, where it triangulates everything (geometry and uv’s) to apply the texture onto it, so, if you don´t have clean uv’s, the texture will look odd

[Right Uvs.jpg]Wrong Uvs.jpg

This mesh has stretched uv’s, maybe you’ll be able to see the triangle where the texture bends inside the face…

Hope this helps a little :slight_smile:

Oops sorry, I probably wasn’t clear.
I am not polypainting the model, I’m using ZApplink and Projection Master over an existing texture layout and UVs.
So the UVs are there and I’m not limited by the poly count or anything, I’m painting over the texture I already have.
So on high subdivision level the texture looks good on the model but as soon as I go to the lowest one or to see it in Maya it’s twisted…

Thank you very much for helping out !!

Think of the high res mesh as a inflated baloon… you paint on it some straight and beatuiful lines… it looks perfect!

And now… deflate the baloon…

Projection master and Zapp link are intended to work in the resolution (mesh resolution) for the final render…

Try texturing your model in your lowest subdivision level

[Plane.jpg]

Oh god that is exactly the problem… !
Thing is, in Maya it also has the “deflated” look even if the mesh is smoothed out or in SubPatch mode (3 on the keyboard), shouldn’t it look just like the way it does in a high subdivision level in ZBrush?

I can’t texture on a low subdivision level because I’m also texturing deformations I made accurately and it wouldn’t be possible to paint on a lower subdivision level… plus, I’ve already finished the textures and it took quite some time. what can I do in this situation?

Thank you !

Create the normal maps/displacement maps in zbrush

Export the hi-Res mesh (Maybe you’ll have to decimate it keeping the texture) and the base texture.

Use xNormal to bake the Hires Mesh base texture into your low res mesh…

Maya it all… :stuck_out_tongue:

http://www.xnormal.net/1.aspx

That is a very creative solution !
I had no idea xNormal could do that but it sounds like it could do the trick !
I just hope xNormal can handle such huge amount of polygons…

I will test it as soon as I’m back home and will report here if it worked or not immediately.
Thank you very much for dedicating the time, ISK ! :slight_smile: You’re a life saviour !

Brilliant !!
It works !! :grimacing:
Thank you, ISK-86 !! :+1: :+1:

cheers! :lol: