ZBrushCentral

A couple of noob texture map questions

It’s my understanding that sculpt objects in Second Life have a maximum resolution of 32x33. So, that’s my target (export a texture map and a sculpt map that I can upload into Second Life).

Everything is working just as expected (ZBrush is quite a magical program). I’m using [AUVTiles] to create my UV Map. When I click [New From Polypaint] ZBrush creates a texture map, but it seems to only represent half of the surface of my object (as seen in edit mode under polypaint).

I tried using [Uvs] to create the UV Map (since the object I’m rendering started out life as a 32x33 sphere), but that did not look very good. When I try [UVTile], ZBrush locks-up and crashes every time (and I have a pretty decent machine that does not crash often).

So, I guess my main question is: Why is ZBrush only baking half of my Texture Map?

AUVTiles separates every single polygon and places a seam 3 pixels wide between them. Dealing with a texture that size, I would expect at least half of it to be taken up by seams and thus be wasted space.

Try GUVTiles, which keeps things grouped as much as possible or better yet try its PUV tiles successor.

If that still doesn’t work, it’s time to try something like UV Master.

UVTile won’t work because it is meant for taking an existing texture and repeating it on every polygon of your model. When you’re trying to use it to go the other way – polypaint to texture – the result is multiple values being assigned to the same pixel. That’s impossible, resulting in your crash.

thanks – it’s actually all starting to make sense!