ZBrushCentral

Couple of questions about textures and UVs

Hey all

I’m still very very new to ZBrush, still working on my first model.

I was following a Gnomon DVD (Creature Design in ZBrush with Aaron Sims), because he was using ZBrush 2 and I am using ZBrush 4 I had to improvise on some of the steps when it came to texturing, as a result I think i messed something up or missed something out in the process.

When it came to the texturing he used Projection Master, only when I used it I didn’t get the same results so instead I used PolyPaint (by checking the RGB button at the top above the tool intensity and such and unchecking ZADD), so I assume I’m using the right terminology here and that it was infact polypaint that I was using.

So I used the drag rectangle tool to apply texture to my model, I then selected a matcap from the menu (doubleshader). Now I have my model finished to the point where I want to export it to Max along with it’s texture maps.

The problem I am having is that I didn’t assign UVs to it early on in the modelling process, I must have missed that step all together. So when i export my maps (normal, displacement, color, etc) it didn’t work. So I went back to a a lower SubDiv level and then assigned a PUV and grouped them. I was able to then pick up the polypaint as a colour texture at that point, but it was created in lots of small squares with a bit of the texture in each. I’m assuming these are the “patches” that the PUV refers to. However this map doesn’t work correctly in Max.

Does anyone have any recommendations on what to do to correct this problem? Ideally I want the map to be in the typical unwrapped form so I can possibly do some more editing in photoshop and such, but the current way in which the map exports doesn’t actualyl make any sort of visual sense!

Is there a way I can get this to unwrap correctly?
I will add that this model was completely created from scratch in Zbrush using ZSpheres and has not had any kind of contact with any other 3D package.

the map is working fine in max.
:stuck_out_tongue:
You need to flip maps exported from Zbrush vertically.
You can do this in Photoshop (create an action for a bunch of maps).
You can also do this in Zbrush before you export. Texture>select map>flipV>export.

Give that a try and see if it fixes your problem.

If you’d like a human readable map you’ll need to perform an unwrap on the model. You can use UVmaster to do this directly inside of Zbrush.
You can also export out your lowest subD level as an obj.
Import that mesh into another package and unwrap it.
Import that mesh back into the lowest subD level inside of Zbrush.
From there you can create your maps again.

Try this on a simple mesh so you can get the workflow down for getting/changing UV’s post sculpt.
Most people (that I know) wait until the end to do UV’s and Topology. This will leave you more open to the creative process and less worried about the tech side of 3D.

So, your mesh is from Zspheres and has no normal topology ?
What you need to do is to make a retopology in Zbrush or in Topogun or somewhere else.
When you make the new low poly mesh, make UVs in your 3dapp - 3dmax in your case ?
Then import it to ZBrush, alight in to be perfectly on top of the high poly mesh and reproject the details. This will transfer the polypainting details, modeling details etc.

Another workflow you can use is to export the hight poly to Topogun, there make a low res mesh - export it and make UVs, then import it back to Topogun and create all the maps you need. Topogun supports polypainting.

Or, other way is to export the hirez mesh to xNormal. Make a new mesh in Topogun (lowpoly) and import this mesh to xNormal too.
Then create the maps.
p.s. this third way i didnt make yet, but ill try it with my model i model now. A friend told me about this workflow and reccomendet it :+1:

But i think Topogun i perfect anyways!

I hope i help and sorry for my bad english!

Thanks guys. i’ve still only got a very basic knowledge of 3D stuff - I’m a 2D artist making the transition so i’m not to familiar with the process at all.

I had FlipV turned on, Goast. It’s annoying I can’t upload a screen at the moment as I’m at work, but the texture doesn’t seem to fit the mesh properly, it’s very patchy and doesn’t match up very well, like I said I will upload a screen shot when i get home, I’m guessing this is due to the way I set up the UVs. I will give UVMaster a try though, it looks like it will be the most useful way of doing it.

This was driving me nuts yesterday, hope this sorts it, I will let you know

EDIT: Quick question about exporting the mesh. When I export the model out as an OBJ it’s divided into different sections (based on the polyframe?), in videos I’ve watched theyve been whole models, is this another setting or is it to do with the way it’s been modelled?

Sorry for all the noobiness! I appreciate the help :slight_smile:

tool>export>mrg will combine your mesh into one single mesh during export.