ZBrushCentral

AUV textures blurring onto nearby uvs

Hi,

The below picture clearly displays my problem. My uvs are using AUVtiles, and textures are painted in zbrush. The model and texture are then exported and opened in maya. When I look at the uv texture editor you can see how faces painted in zbrush blur onto bordering uv faces, and in some cases don’t stretch to the end of the face. This turns out to be a big problem leaving seams on textures and bump maps, and also causes faces which shouldn’t be colored to be textured along their edge. I’ve read over every thread I could find on issues with seams but none fix my problem. I’ve messed around with all the filtering settings in maya, and tried using fix seam in zbrush, but it isn’t helping the problem.

Any ideas? Thanks for any help ;) [

](http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27%27,%27zbrush.jpg%27,1,0%29)

Attachments

zbrush.jpg

What size texture is it, and what size texture (if any) was applied to the model when the AUVTiles was assigned?

Tried textures up to 4096x4096 and the same problem is still there. The texture was painted with projection master, and looks fine in zbrush, but once brought into maya, the problem shows up.

Ok, problem mostly solved. My low poly character is roughly 5000, and high poly around 350000. I was using the AUVtiles from the 5000 poly character and with so many faces, the 4096x4096 map didn’t leave much room between them. The slight blur was overlapping tiles. I fixed it by subdividing down my character to 1200 polys, and using those AUVtiles for my textures. This left more room between them and overlapping no longer occured. I bumped fix seam up quite high and previewed the textures with uvs in maya and everything looked good. However, now there just seems to be some kind of filtering problem. If I zoom in close to the mesh and render the seams don’t show, but the farther the camera is, the more noticeable they become. I tried turning filtering off for the textures, but the seams can still be seen. I attached another image of the uvs and textures now, and you can see they should work fine, not like the ones in my first post.

For now I’ll either use GUVtiles, or layout the uvs in maya.

Attachments

zbrush2.jpg

remember that you need to first create a blank texture in the size you plan on texturing at …then create the auv or guv tiles while it is loaded so that the tiles will be mapped according to the texture size. Didn’t see if you mentioned this but it’s something most folks miss so a reminder just in case.