Ok… so I’ve been searching the web for someone who has this problem, but alas I can’t find any forum/tutorial that can fix my problem. Here’s the issue: Whenever I try to create a texture map that is 4096 i keep getting this weird grid-like artifact in my texture. Whenever I export the texture on a lower subdivision, or a lower map size though, it doesn’t happen. Just to make sure it wasn’t just Zbrush looking funky i opened it in photoshop and sure enough its there. I’ve tried everything from FSborder fix, to smooth uvs and I don’t understand what the problem is. Help!
My guess is that your mapping was calculated for a different size than you’re exporting. The farther away you get from the size it was calculated for, the more artifacts you’ll start seeing.
Here’s what you should do for a 4096 map:
- Go to level 1
- Assign a 4096 map to your model
- Press Tool>Texture>GUVTiles or AUVTiles
Odds are you didn’t assign any map at all to your model when you did your original mapping. The result was that it was calculated for a 1024 map, which is ZBrush’s default.
I did what you said, I went to my lowest division disabled UVS, applied a 4096 blank map, applied GUVS, moved back up to my highest division and hit col>tex and i go the same thing. I also tried it with AUVS but I still got the same result. I’m so bummed because I’m trying to use my textures in 3Ds Max…
Out of curiosity, how many polys does your model have at the lowest level?
you seem to have a lot of polys for such a simple form and uniform color. have you tried making the texture from the next to last sub-d level? from what i can see, it would still be plenty of resolution at around 2 - 3 mill polys to capture the polypaint details on this mesh. give it a try and post the result. maybe you could show us the entire mesh to get a better idea of the situation…
and at the ~2 mill poly level you really only need a 2048^2 texture anyway… no need to overdo it.
my counts are:
activepoints: 2,493
totalpoints: 10.820 Mil
invertedNormal,
I thought of doing that too, and probably will, but I’d like to know what to do in this situation for the future just in case I have a more detailed texture that I can’t live with out the highest subdivision. Have you ever run into weird quirks like this before?
And thanks you guys for your input!
i’ve run into plenty of quirks, but not that one
This sounds close to what’s happenign with my mesh right now. How’s it coming?