ZBrushCentral

ZB 3.5 smooth Uv for textures, is it fixed?

Dont have mine yet, still waiting for the link, so in the mean time could somone please comfirm a few things id like to know.

Is that smooth Uv for textures working now?

Also how close can you now get when doing retopology?

Does the mesh still get pushed back into the plane when texturing with Z project for large background textures?

Thanks guys.

I just got my 3.5 e-mail today and found your post about the Suv (Smooth UV) issue.

The Suv button, when on, smooths the UVs when you divide. Though, if you immediately lower the Division down, then back, the smooth UVs are lost, as if you never checked Suv to begin with.

Then, even if you avoided lowering the division and did polypaint, reopening the ZTool also loses the smoothed UVs. Then no way to smooth the uvs again since you have polypaint that would lost if you deleted and redivided the object.

[smoothuv_001.jpg]smoothuv_003.jpg

So I guess that’s a no. Unless there’s a new option to smooth uvs when you transfer polypaint to texture, they have that option for Displacement, Normal Maps, so why would they not think we’d also want our textures to work on smoothed uvs?

Attachments

smoothuv_002.jpg

Thankyou TimothlyB for testing this.

If that is the case, then im totaly dissopointed, this was one key area I wanted fixed, and know many others too. It makes texturing in Zbrush pointless for finnal texture work.

For people that dont understand why this is so important, let me explain.

If you have yourself a nice lowpoly base mesh with good Uv layout, and wish to do a combination of texturing in Zbrush and 2D texturing in Photoshop, its essencial that the Uvs are smoothed, why? Because no human face is made from hard edges, more so around the eyes, mouth, nose, and ears.

This means that your texture map you have exported is usless for 2D texturing. Unles you want to start from scratch in Photoshop, and never take that texture into Zbrush, as the export results will be a bad jaggy mess. Below is a snap shop from a nice smooth Uv template, and a exported one from Zbrush no smooth uvs.

Im a man that likes the core tools to work well, no additional features will wow me as much as being able to use the previouse features fully.

zlata texture crop.jpg

Attachments

no smooth suv.jpg

Is there a work around by say exporting an obj after dividing with the smooth uvs. Maybe not the highest division, but where any further smoothing has no effect. Then when it comes to texturing, with say projection master or zapplink, delete everything lower than the exported obj, then import that obj to have the permanent smoothed uvs along with the higher divisions. Or at the very end with say polypaint when transferring it to texture.

Though, it just seems so broken. Say you import a low poly subd figure to zbrush, divide it with Suv on to prepare for texturing. You polypaint without changing the division, so the smooth uvs are there. Then transfer the polypaint to texture, it looks fine. Say it is a toon figure, with a lot of curves, such as big eyebrows, I’ve experienced. But then you lower the division, then go back up, suddenly that brand new texture has distortions due to the smooth uvs being lost, what do you do then to work further on it. How can this have not been fixed, it was posted in the forum many times. Maybe there’s hope for 4.0 or the next update.

This was one of the essencial things that would have gave me total control between Zbrush, and 2D texturing in Photoshop.

The thing is, its pointless producing smooth Uv for displacment and normal maps, when the texture is not smoothed.

The rendering applciation can only do one or the other, Smooth Uvs, or Liner Uvs. I simply cant beleave all that effort got put into the rest of Zbrush 3.5, yet somthing so esencial is still broken?

Uv groups, and adaptive displacments for multi Uved objects are also broken. :confused:

Make sure to open support tickets in the support center. Maybe they won’t loose track of this for ZB4.

I’m batching up my tickets for next week. You can bet I’ll put this one in, too. :wink:
-K

see, this is the kind of crap that needs to be fixed BEFORE new features are added. 3.5 has fixed a lot of problems, added new ones, and totally ignored others. kind of frustrating but what can you do? talking to pixologic sometimes seems like yelling into a canyon…

regarding support tickets- as far as bugs go, i think they’re mostly a joke… pixologic isn’t known for putting out bugfixes like other companies, so we’re stuck with the bugs unless they feel like rolling them into the next major release. Which i guess is all we can hope for… meanwhile the rest of us will still be using bodypaint and photoshop :expressionless:

This is a bit of a bummer. But there is the workaround mentioned for the time being: export the smooth UV’d version and bring it back in later when going to paint.

Here is a tempory soloution that works.

1: go to highest sub d, delete any current morph targets, and store the current level.

2: Go to sub d level 1, delete all higher levels, press SUV button, then sub devide to the same level as before.

3: Go to morph target, then press switch, then produce your textur maps, or continue to paint, just dont go down any sub d levels, or your have to do the lot again to get the Uvs smoothed.

In either case the borders do not smooth, and v3.5 is producing distorted texture maps for me.

the moment you switch between subd levels, the smooth uv´s are gone

i am getting really mad, and i don´t understand at all why we still have to mess around with this huge problem after so many years

I wonder how the big studios deal with that problem???

!!!i am instantly going to submit a ticket regarding this problem and also ask you to do so!!!