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.


