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uvw 3ds max -->zbrush

I’m trying to project a photo of a face onto a face mesh with texture coordinates created in 3ds max using the projection master and zapplink, however when I do it’s all messed up. I could of course do it the easy way by creating GUV/AUV tile mapping, but this time I wanna preserve the editablity of the texture. All opinions even useless ones greatly needed.

[zb2.jpg](javascript:zb_insimg(‘30265’,‘zb2.jpg’,1,0))

Parts of your UV coordinates are outside of the 0 to 1 space (the blue square in the Max UV editor). Fit your UVs into the little, blue square within Max and try again…

Plus, projecting a texture will never cover every nook and cranny, you’ll still have to do some editing…

Good luck :wink:

yes i come from there too, clone tool stamp and a backview picture of your face image will help you a lot.

your UV setup looks like really messy, this will show up messy too on the render

In the edit UV section of 3ds Max, go to tools>pack UVs. That will put it in the correct place.

smokebox46and2- thanks for the reply, though it is inside the 0-1 box, however when I try projection mapping afterwards it looks very messed up like the mapping is incorrect

Freewaldon & Nil- the big mapping thing on top of the face mapping is the inside of the throat so I can later paint it with ease, the 2 smaller ball things on either side of the throat are the eye socket maps.

Okay- I’l try going over step by step on what I did so you ppl can tell me where I went so awfully wrong

  1. created mesh in 3dsmax, uv mapping on channel 3 (I heard somewhere that zbrush likes channel 3, but atm neither channel 1 nor 3 help)
  2. exported as .obj with ticks on texture coordinates, normals, and faces:quads
  3. opened zbrush, in prefrences turned on iflipx, eflipx, iswitchyz, eswitchyz
  4. imported obj file, created power of 2 texture
  5. made Dsmooth>0
  6. opened projection master, used zapplink & photoshop to paste an adjusted photo on the mesh
  7. after the projection master ‘pickup now’ the photo immediately becomes completely spoilt because of bad mapping

I’ve tried remapping over and over to no avail, please ppl help or I’l be forced to use GUV tiles for the rest of my natural life!. thanks!

Maybe you could provide a better image of your UVs within Max, because it’s hard to tell what’s going on in the image above. It still looks like you have UVs stretching across multiple UV regions…

I’ve never used “iflipx, eflipx, iswitchyz, eswitchyz”, don’t think it’s necessary.

Nothing else about your process seems wrong.

Except, your mesh in ZB seems to be comprised of mostly triangles, but your UVs appear to be a version of your mesh that was mostly or all quads. I don’t know what’s going on there if you’re sure you checked Quads in the .obj export in max.