ZBrushCentral

Can Spot Light texture a Low polycount mesh with all the detail of the texture ?

I UVMastered them.
When I use Spot Light to texture a low polcount mesh.
The texture suxs even thou it’s a 1000 x1000 pixel it looks like a 8 x 8 pixel count.

Help , What am I doing wrong ?
Thanks

Using Spotlight is still polypainting which means it relies on a high poly count to get high resolution detail. If you want to paint a low poly mesh, you will have to paint directly to texture. To do that, you will have to create a new texture in Tool>Texture Map and then use either ZAppLink or Projection Master for painting.

or divide your mesh without smoothing.

Getting Started with zBrush Guide is a very Kool.
http://www.pixologic.com/zclassroom/homeroom/

Have not mastered this yet but we can use spot light with textures :slight_smile:
http://www.pixologic.com/docs/index.php/PolyPainting

http://www.pixologic.com/docs/index.php/Baking_PolyPainting_into_a_Texture_Map

in terms of painting in UV-space (meaning: painting on a texture) - we cannot use spot light

the link you posted is about baking polypaint information to a texture

When we poly paint with Spotlight.
If your painting the LightBox / Tool / Dog.ZTL
Have the Dog.ZLT profiled.
When the brush gets to the edge of the Dog ,for exsample the tail , the paint will make a line.
Any way to make the brush circle around the tail ?

I swear I try to learn one thing and I discover how to do 50 other things wich it’s kool to learn but
how do we see the uv map ?
is there some way to load the flat uvmap in the big window or is there a side window some where that has a way to show me the uvmap ?

been following this directions ,don’t know how to check it and see if i done it rightand have a uvmap .
http://www.pixologic.com/docs/index.php/Baking_PolyPainting_into_a_Texture_Map

thanks

you can create UVs in several ways:

http://www.pixologic.com/docs/index.php/UV_Master
with uv master you can also flatten your geometry to uv space

there´s also AUV, GUV and PUV tiles: http://www.pixologic.com/docs/index.php/UV_Mapping, http://www.pixologic.com/docs/index.php/Tool:Texture_Subpalette

in the tool > texture palette you can convert your UV´s into a texture to see if you have UV´s and what they look like:
http://www.pixologic.com/docs/index.php/Texture_Maps

the ZBrush documentation (online docs) mess up all ZBrush versions; but in most of the cases the workflows stayed the same, only the buttons and the menues changed a bit…

good luck!

I uv mastered.
Layed uv map flat.
Captuered flat map with gimp.
Texered the flat map in gimp.
Imported texture back in to zbrush.
Texture did not line up with uv map.

Help ,how do we save uv map to be textured so the texture lines up with uv map ?

I got the texture to line up u save the map as a texture :slight_smile:

Still there seems.

Is there some way to paint on the texure after we load the mesh textured in side zbrush to fix the seems ?
Paint in 3D space to fix the seems ?

Thanks

hi,

in zbrush the UV´s are flipped vertically - so if you use them in an external editor, you have to flip them first (and don´t forget to flip them again, if you want to use them in zbrush)

you don´t need to “export” the UVs via gimp - simply create texture from UVs (tool>texture palette) and export this texture; to do so, you first clone the texture, which brings it in the main texture menu, from where you can export it. note that you can flip the texture in this menu as well

if you want to paint onto a texture, you have to convert the texture to polypaint (tool>polypaint>polypaint from texture) and then you might convert it back to a texture again (texture>new from polypaint)

i´m shure you will find some tutorials about these procedures, maybe this series will help you: http://www.youtube.com/watch?v=1tgBN0u12fo