ZBrushCentral

Texture Problem - Seams

TextureSeams.jpg

Hey everyone,i am having a problem with texture seams it seems. 8)

This model was created with ZSpheres.
Was a full body at first but i needed more poly’s for the face,so i just
deleted the body and kept the face,then i created the eyes with the
Sphere 3d tool and Multimarkers.
Then i went to the lowest Sub-Division level and created a blank 4096x4096
texture.I chose GUVtiles and went back to the highest Sub-Division level.
I then hid the eyes and just painted the head a solid color.I then hid the
face and painted the eyes a solid white.All looked good except for the seams,
so i chose Tool/Texture/Fix Seam but did not work,and i am not sure what to do now.Thanks for the help in advance.

I’m honestly not sure on this one. The steps that you described sound correct – although I’m wondering how you got a multi-res model with MultiMarkers.

TextureSeams_002.jpg

Well that brings up a question i have been meaning to ask but keep forgetting too.Usually i just carve a head with some sockets for the eyes.Then Mark the head and draw Sphere 3d eyes and mark those also.Then use the MultiMarker Tool to redraw the objects and make a polymesh 3d.Redraw my Composited Mesh and Reconstruct Sub Division,but this only works sometimes.Sometimes
it says Unable To Reconstruct Sub-Division Level.

So my question is,

1.What makes it Unable To Reconstruct Sub Division Sometimes?

Reconstruction will always fail if your mesh has triangles in it. It can also fail if the number of quads isn’t evenly divisible by 4.

Well as you can see,i used MultiMarkers and somehow did not create any Triangles or mess the Quads up.But i have no idea why or how i was able to do that.The only thing that i can imagine is that,when i added the Sphere 3d objects as the eyes,i did not cross any planes.Maybe i made a perfect socket.
Or maybe i am doing this Compositing thing all wrong.If someone can please explain the best way to add the eyes to sockets and be able to Reconstruct a Sub-Division level,please do.

Thanks.

You should leave the eyes out until you’re ready to drop your model and render a scene. If you plan on exporting the model to a separate package you should add the eyes as separate objects in that package anyway, and just parent them to the head.

If you expound upon your plans for this model we can help more…

Good luck :wink:

Hello there. I seem to recognize them… have you tried going into projection master, and then out of it? I usually only see those seams when I’ve just been painting in the viewport, and before I enter projection master. I have no clue why, but just dropping the mesh and picking it up again makes em go away. I may be a moron and wholly wrong that this is the problem. You never know… :slight_smile:

Best of luck.

Hey there,

I’m having the same problem. Whether i’m in PM or not, the seam’s still there. It’s not on the edge of a UV group, so I can’t really understand what’s causing it. I’ve tried painting over it, but it’s like it’s drawn in oil & I’m painting with water…no luck

:frowning:

[seam.jpg](javascript:zb_insimg(‘34231’,‘seam.jpg’,1,0))

Have you tried turning Quick 3D Edit off, with a Tool>Display Properties>DSmooth value of 1?

yip tried that…the seam’s still there.

If you have any UVs in separate coordinates ZBrush will do this no matter what…

thanks for the reply smokebox46and2. interesting username that. hard to relay…but interesting :wink:

are u refering to multiple uv groups? If that’s the case I’m curious as to how so many ppl can use multi groups for modeling & then not be able to texture/paint correctly on that same model. Most esp for those of us that need to export the maps to an external application.

Am i the only one that’s beffuddled by this?

Just because you’re seeing that line in ZBrush doesn’t mean that it will be there in your other application. After you’ve finished painting the texture, press Tool>Texture>Fix Seams and then export the map. When the two maps are taken into your other application and applied to their appropriate areas, they should render without a seam.