ZBrushCentral

Texture to new UV map?

Howdy,

It always seems like that whenever I ask a question here, it seems to be complcated. Anyway…

OK I actually have 2 questions.

  1. I created a face model and used the “photo” technique to make a base texture but I only have half the texture aligned decently. Basically, I’d like to mirror the right half of the texture to the left half of the face. The problem here is that I used AUV tiling to unwrap the model for UV mapping and it is not as simple as taking the texture into Photoshop and mirroring it there. Any ideas?
    (I realise that I could use Zapplink but the texture is all around not just from one angle IE I want to mirror the side and back of the head, too)

  2. OK, Just say that I’ve created a texture on a model with AUV tiling but then I create a new UV map with the same model. How do I transfer the texture of one UV map to the texture of another UV map of a model of same shape and polygons?

Thanks in advance.

Cheers,
Revanto :stuck_out_tongue:

PS: sample image rendered in Lightwave

[render03s.jpg](javascript:zb_insimg(‘47939’,‘render03s.jpg’,1,0))

http://www.zbrushcentral.com/zbc/showthread.php?t=10335

This shows a technique that will work for you.

Thanks for the link, Aurick. I tried out Zapplink for the first time yesterday to see if I could fix my texture symmetry problem. I managed to get a mirrored texture but I had issues with getting those ugly grey triangles on my texture after I picked up the canvas at some angles. Anyway, I had to work around that somehow but it was frustrating. Here’s the final result of the mirroring.

[render04s.jpg](javascript:zb_insimg(‘48023’,‘render04s.jpg’,1,0))

Aurick, just looked at Ken’s tutorial. A good try but it is a useless technique when you want to transfer an AUV mapped texture to a custom OR spherical/cylindrical mapped object.

Thanks anyway, though.

Cheers,
Revanto

PS: I don’t see why there isn’t a plugin to transfer the texture from one object to another. It’s all just a matter of referencing and/or matching the polygons of the two objects then have the program automatically morph the texture to fit the new UV mapping.

It’s not as simple as you think.

Changing the texture from one mapping to another involves a lot of variables. For example, spherical mapping has a lot of distortions in it. AUVTiles has no distortions. So transfering the texture from AUVTiles to Spherical mapping would involve the creation of distortions to compensate for the new mapping.

What if you wanted to go the other direction? Now the remap would actually have to remove distortions. Easier said than done.

Also, differences in mapping can cause different pixel ratios. In such cases, the system would actually have to resample portions of the texture to compensate. While it’s adjusting for distortions and other changes in the mapping.

The method in Ken Brilliant’s tutorial can be used to transfer a texture from any mapping method to any other mapping method. The results are not always going to be perfect, but the system works quite well for models that have similar shapes.

Well, with an idea like mine, I realise that there would have to be distortions and resampling involved. However, it would still allow the texture to be transferred, albeit not perfectly. As long as the bulk of the texture is transferred, it would still be useful for the user as it would still save alot of work redoing the whole texture for the new UV setup.

But when you look at Ken’s tutorial (which is a very good one, I might add), there is still the need to clean up the texture afterwards to get rid of artefacts, blemishes, etc… depending on the scale of the distortions between the two meshes.

You know, if I was a more technically minded person, I would program something to show you how useful it would be. Sadly, I’m cursed with a different mindset.

Anyway, thanks for your feedback and I appreciate your thoughts. Think about this idea, though because you might find it useful for users in the future despite minor drawbacks.

Cheers,
Revanto :stuck_out_tongue: