Hi, I have found a bug in zbrush that keep us from achieving something very useful. It may not be a bug since no other software (that I know of) can achieve this but this is a functionality that all game developer would love to have. It is almost possible in Zbrush and if one day it become possible, I know many people that would buy Zbrush for that functionality alone.
Take a look at this Wolf…
The wolf was built in 3d Studio Max, it have no mapping coordinates and I have to use only one texture. There is no way that I will be able to do a good job with only one texture by applying a planar, spherical, cylindrical or other mapping coordinates.
What I need to do is detach some faces, clone them, Take the cloned faces, open them and align then so they become flat, like a plane3d (Fig. 1). Then reattach all the faces together so they become one object and then assign planar mapping coordinates to it. Then I morph the flat wolf back to it’s original shape and there I have a wolf with perfect mapping ready for texturing.
The problem is that it take more time to flatten the model than it takes modeling it.
A quick solution to this is to run a script that detach all the faces, align them together (fig 1.) and them morph back.
It almost work but not quite.
Since all faces are not connected together there will be seams. Look at the wolf again and try to find a way to open it and make it flat keeping all faces attached to each other ! This takes way longer than modeling the character and seams are inevitable. We have to try to hide them as well as we can.
You guys must find a way to eliminate this seam. If you do, I’m sure many people in the gaming industry will want their copy of zbrush ASAP !
I created the texture (Fig. 1) while painting on the wolf. It was all going well and I could see no seams in ZBRUSH (except when I rotated the model)
This is how it look in Zbrush:
This is how it looks with the same texture in 3d studio max. Everywhere the faces are not connected to each other, there is a black seam.
I created a Ztool that you can use to check this problem.
It’s a simple Plane3d and I separated it in two parts, Assigned a planar mapping and then morphed it back to normal. The mapping look like this:
Load the model, paint on it and check how the texture is drawn. When it is textured, if you rotate it, you will see where the seam will be if the texture is used in an other software.
This is what I get when rendered in 3d studio max with the zbrush texture:
Here is a close up of the seam:
My 2 cents, I hope it helps.