ZBrushCentral

Blocky and Distorted Texture when Converting from Polypaint

Hey there, I joined this forum especially in hopes of having this issue cleared up…

I’ve always done my textures with Projection Master only, so I’m just starting out trying to play with poly painting and the Zproject brush. I attempted to do this tutorial from Youtube:

http://www.youtube.com/watch?v=TE7zMz-onIk

Basically here’s what I’m doing:

I import my texture, use the zproject brush, and poly paint onto my model until I get the look I want

Like the tutorial says, I go down to my first subdiv level, turn on AUVTiles, and then go back up to my highest subdiv

Then, I go up to Texture, the size is set to 1024x1024, I create new texture, and then use Col>Tex

I then get a texture made of this:

…which is comprised of a bunch of blocks, and isn’t usable in the program I’m going to be uploading this to. I need it to be smooth and more similar to how it actually looks on the model.

It also doesn’t have the material information, but I’d be willing to deal with that in photoshop if I was just able to get rid of these blockies. Is it meant to look like that? And if so, how can I revert to its original state before I started messing with it? I’ve tried Color->Fill Layer in order to wipe off the paint, but the blockies are now still there every time I try to use the Projection Master. I’ve tried just disabling and enabling UV again, and I still end up with the blocks now on every texture I try. It’s just on this object too, other objects I haven’t tried this on are perfectly fine.

Does anyone know what’s happening? Am I just going to have to try remaking my object? If I can’t get the poly paint to work, is there some way to just get back to how it was before?

Thanks very much in advance for your responses, and for taking the time to read this.

Attachments

Glitch Blocks.jpg

What you got is exactly what AUVTiles looks like. AUVTiles assigns texture space to every polygon from the model separately. And yes, it will work in other programs. Just because it doesn’t make sense to the naked eye does not mean that a computer is similarly limited. Simply flip the texture vertically, export it and the model (since the OBJ is what contains the UV mapping that tells the renderer what to do with the texture), import the OBJ into your other app, then import and apply the texture. It’ll work.

The only reason someone would truly need UVW mapping like what you’re asking for is if you intend to paint the unwrapped texture in Photoshop instead of using PolyPaint to paint on the model itself. You’re using PolyPaint, so there’s really no need for a “traditional” mapping. But if that’s what you’re determined to have, you should read this tutorial: http://www.zbrushcentral.com/zbc/showthread.php?t=8558