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Unwrapping texture problem

Hello,

I have problem with Unwrapping texture in UV Master plugin. It takes too much time (ex: Polygroup 1/1, cutting handle 1/10) and sometimes it’s impossible to finish. I need to stop the process and restart ZBrush because of announcement: ZBrush Executable do not answer. I work with 3d scans (counts about 150,000 active points) and I use ZBrush for texturing. Texture became from 3d scanner and real photo of object. I used spotlight for photo texturing then vertex color I converted in Meshlab and imported again into ZBrush to export again out of ZBrush. This method in generally works and it’s only way to our client open 3d files with texture in his own software. Models must have only one polygroup because the other softwares like Blender reads polygroups as separeted parts, this is unacceptable by our client. Below I attached screen from ZBrush and texture file how it looks like. I don’t know the reason that for some models it works for another not, event it has the same poly counts. I would be grateful if you could give me any advice how to fix this process.

Thanks
Agnes

Attachments

szabla_XVII-530_tekstura_color.jpg

scan01.jpg

Tiles maps every single polygon individually to your texture map. UV Tiles does it uniformly while AUV tiles is adjusting the size of each relative to the others so that larger polygons can get more map space and therefore hold the right amount of detail.

Now let’s look at what that means.

You have 150,000 active points. That means your map will be 387 polys across by 387 polys down. Let’s say you go with a 4K texture map. That means that with UV Tiles, each polygon will be 10 pixels by 10 pixels in size. But you also have at least 4 pixels between each polygon. So now your polys are going to be 6x6 in size. Less yet if you have larger borders between. AUVTiles fluctuates some, but that only means that your biggest polys may be about 20x20 while your smallest might end up being a single pixel.

Plus it’s just going to take a LONG time to calculate – as you’re seeing. And all that time will have gone to create a poor map that simply can’t capture all the detail very well.

Use a different mapping method, such as UV Master. http://docs.pixologic.com/user-guide/zbrush-plugins/uv-master/

Better yet, remesh your model with ZRemesher. http://docs.pixologic.com/user-guide/3d-modeling/topology/zremesher/ THEN use UV Master. Or at that point you could even use AUV Tiles if you like due to the fact that you’ll have vastly fewer polygons.