As the picture shows I am having some texture mapping problems… the figure on the left is after it has been reloaded after being saved with the texture embedded. The reloaded embedded texture maps correctly onto a slightly older version of the figure on the right. Can anyone tell me what is going wrong. Thanks.
Not sure what you mean when you say the texture is embedded. Do you mean baked onto the model? Also I would have to see your UV map in order to tell you what the problem is. Are you using imported UV’s made with an animation package or are you using the native AUV GUV tiles within ZB?
Thanks for replying epiginosis…this is a ZBrush only creation. The figure is a ZSphere model with an adaptive skin in preview mode. I have used projection master to add the texture. When I saved the figure ZBrush gave me the option to include the texture with this so that when I reload it the texture is also included… except as you can see something’s wrong.
Don’t know how much use this will be but this is a scaled down version of the texture…
Every time you activate the ZSphere preview, ZBrush calculates a skin for the model. This can lead to a change in the number of points, which in turn changes the UV mapping.
When you are ready to begin texturing and sculpting a ZSphere preview, press Tool>Morph Target>StoreMT while the ZSpheres are visible. This prevents ZBrush from calculating a new skin, and so prevents the texture from becoming messed up down the road. You will now be able to texture and sculpt the model, then save it without fear of the map no longer wrapping correctly.
Thanks Aurick, I’ll try that.