ZBrushCentral

Tiling Texture

Zbrush 5R6
First of excuse my silly question, I’m a Z beginner.
Look please at the 2 photos attached: a texture that I applied to the vest, a wetsuit that I just createrd, below the texture itself.

As shown in the first photo the texture square pattern higlighted in red (red arrow) is very big, I would like to display a much smaller one, how to do it? In other applications I could tiling down the uv coordinateds, what about Zbrush? There is a command that allow tiling or could you be so kind, explain to me how to do it?
Thanks a lot for your help!

Attachments

texture_applied.jpg

texture.jpg

You may have to scale the texture. I see no way to set repeats. This covers UV Master. http://docs.pixologic.com/user-guide/zbrush-plugins/uv-master/

Thanks a lot for your help, really apreciated.
Could you please explain how to scale down the texture?
The texture applied, you can see it in the 2nd photo above, is 2048x2048,
before apply it I generated the UV coordinates by UV Master plug in,
so explain me please, what do you mean by scale the texture?
Thanks a lot!

Since its a simple enough texture/pattern, you could try applying it with Noise Maker instead.

You can tile a texture in ZBrush. You need to set the HRepeat and VRepeat sliders in the Tool>UV Map sub-palette:

http://docs.pixologic.com/reference-guide/tool/polymesh/uv-map/

However, note that this is a display effect and doesn’t change your UVs. You can alter the UVs to include the tiling by:

  1. Go to the lowest subdivision level.
  2. Export the model.
  3. Reset the sliders to 1 so that the tiling is removed.
  4. Import the model you just exported.

Thanks a lot to everybody!
If I try apply the texture trough noise maker I end up with exactly same result, that big square shapes shown in my fist thread photo.
My tool has just one subdivision level, I’m testing.
Inside “Tool>UV Map sub palette” I dont have a command named “HRepeat” or “VRepeat”.My Zrush version is 4R6 P2,
I have: “Tool>UV Map>Create sub palette” inside command as: “UVc”, “UVp”, “UVs”, “UVTile”, ect,
anyway I dont think that my problem is related to tiling.

have a look the below attached photo:
Capture.jpg
From Zbrush I exported my tool, (the wetsuit) as an obj, open it in Cinema 4d and apply the exact same texture (2048x2048px) shown in my first thread 2nd photo.
The wetsuit obj opened in Cinema 4d has the exact uv coordinates generated in Zbrush by UV Master.
I applied the texture with default setting, I did not change anything, just apply the texture image to the material color (diffuse) channel. As you can see in the photo, the texture pattern is displaied different than Zbrush, the squares are very small, berely visible, it looks like as it suppose to look, as I was expecting diplaying up in Zrush too and it diden’t.
Why the same tool, the wetsuit, with exact same uv coordinates, with exact same texture map, in Cinema 4d the texture displays correctly, In Zbrush dont? Why in Zbrush it dispays with that big squares?
Sorry for my silly question, I’m learning and obviously I’m doing something wrong, which setting I must apply in order to display my texture in the “correct way”?
Thanks a lot for your precious help!

If I try apply the texture trough noise maker I end up with exactly same result, that big square shapes shown in my fist thread photo.

Just to be clear; you’re not seeing any updates in noise maker when you change the scale slider around?

well, your C4D image is using texture filtering, most likely linear. It is also not displaying the actual resolution of your texture. That appears to be a 256 or 512 version displayed in your viewport.

Unless I am seeing something wrong here. You need to make C4D display the actual 2k resolution of your image and then you should get the same result inside of Zbrush as C4D.

You right Cryrid,
What a stupid Z beginner I’m!
With noise maker it works perfectly, I have to scale down the pattern then finally display very small squares shape.

Anyway referring to my last post, I would like to understand why in Zbrush I 'm not able to display the correct texture as I do in Cinema 4d or every other applications.

The below photo as example, in Zbrush I load a simple primitive object, a cube, apply the same texture as before, as you can see it dispaly correctly, squares have the proper size.
Square.jpg
Why in my wetsuit I’m not able to display the texture in the propewr way?
To give to you some more info if you can help:
I made my wetsuit by importing Victoria 4 as an obj from Poser to Zbrush, extract the wetsuit from her body through the extract command, simple like that, I’m learning through testing.
Any idea, what I’m doing wrong? How to display the texture on my wetsuit in the proper way?

Thanks a lot beta_channel and sorry, I was writing my answer while you answered.
Cause I’m a totaly Zbeginner, could you be so kind, explain what you just suggested in simple words?
Really apreciated, thanks!!!

I don’t use C4D so I can’t help you there, but the C4D forums should be able to help you. Basically you need to find your filtering settings, and also your display settings for maximum resolution for your textures in your viewport.

Thanks a lot beta_channel,
I understood.
As shown in the below photo

Capture.jpg

in Cinema 4d material editor window I must click “editor” then choose the view port texture resolution (red squares) by default it’s set as “default”, it is a filtering as you said, I dont know the Cinema “default” setting size.
My texture is 2048x2048, still shown in the above photo, the texture shown in Cinema view port as 2048x2048 16 bit.
So Cinema is displaying the texture exactly as Zbrush does.

My silly question is: why in Zbrush the exact same texture (photo below)

texture.jpg

in my tool, the wetsuit, is displayed with that pattern, “big square shape”,
as shown in the below photo,

texture_applied.jpg

if applied to a primitive tool as a cube (photo below),

Square.jpg

it’s displaying with much “smaller square patter?”
Is the same texture 2048x2048 px!
Why it’s displaying different?
I was expecting to see the same “smaller square pattern” that I see in the primitive cube, in my wetsuit too.
Hoping I made you undertand, sorry about my poor written english,
Thanks a lot for your help, really apreciated!

There’s a chance that Texture Preview Size doesn’t control the size of the texture itself, just the maximum size that the viewport would use for performance reasons. The actual texture you’ve been posting is 16x smaller (512x512).

Otherwise, your UV layout will dictate the density of each polygon in relation to the total texture size. The cube, being simpler, is likely able to give more UV realestate to each face, where a body would be more complex.

Thanks a lot Cryid!
Hoping I understood your suggestion, I begun learning about 3D generally speaking not long time ago, I’m doing my homework…
The texture itself that I show in the previous photo is 512x512, I resized it for obvious reasons, the one that I apply to the wetsuit or the cube is 2048x2048
So,
If I would like to display in my wetsuit tool the same kind of pattern as shown in the primitive cube I can use the noise maker command, as you suggeted before, thanks.
Or, do I have other solutions in order to display in my wetsuit tool the exactly same kind of pattern shown in the primitive cube?
Thanks a lot

While surfing the forum I came across the following script:
Max Detail for UVs

Download here: MaxDetail.zipThis little plugin will give you an estimate of the amount of detail that your UVs and map size will be able to capture. If you are wanting to export displacement maps, normal maps or texture maps created from polypaint then knowing how much detail they can hold is very useful.

Thanks a lot Cryid!
Hoping I understood your suggestion, I begun learning about 3D generally speaking not long time ago, I’m doing my homework…
The texture itself that I show in the previous photo is 512x512, I resized it for obvious reasons, the one that I apply to the wetsuit or the cube is 2048x2048
So,
If I would like to display in my wetsuit tool the same kind of pattern as shown in the primitive cube I can use the noise maker command, as you suggeted before, thanks.
Or, do I have other solutions in order to display in my wetsuit tool the exactly same kind of pattern shown in the primitive cube?
Thanks a lot

You can change the maps size in Tool>UV Map. THen select the size you want and when you create the next map will be in that resolution