ZBrushCentral

fsborder and fix seams, randomly working.

Iv read the manual and it seems to have little info on the procedure. I can only asume its so simple it dont need more info.

Im making a texture map, increasing the fsborder, and then clicking on Fix seam. It works, then it dont, then it does, and so on. Now its not working at all? Iv increased the fs border to max and its making no difference.

I can see when its working, as it updates the texture sellected, you can visualy see the borders enlarge when it does work.

Dosent anyone use this feature, anyone? :confused:

Hopefully this will help:

When you create a texture – such as by using Txr>Col – ZBrush will automatically use the current FSBorder setting and do a Fix Seams operation. So if you have the value at 50 then you’ll get a 50 pixel overpaint when you do Txr>Col.

The only time you need to press the Fix Seam button is if you’re increasing the FSBorder value. This will then overpaint the current map with the new setting.

Reducing the FSBorder slider and then pressing Fix Seam will have no apparent effect. This is because the current texture has already been overpainted and ZBrush won’t subtract color from the texture. To see the new results, apply a new texture to the model.

Hi

FSborder and Fix Seams seems to work fine (and automatically when you generate the texture) for any uv’s in 0 - 1 texture space however it does not appear to work at all outside of this. I have a model using 0 - 1, 1 - 2, 2 - 3, 3 - 4 and the 0 - 1 map is the only one I am able to fix seams on.

Same here.

You can get the Fix Seams to work if you bring the UVs into the 0 - 1 range by using the AdjU or AdjV slider. (This won’t affect your map.)

Assuming you have overlapping UV shells on a model, your work flow might be something like this:

  1. Load your model into ZBrush. Switch on polyframes (Shift+F) so you can see what’s happening.
  2. Assign polygroups based on the UVs by pressing Tool>Polygroups>UV Groups.
  3. Press Tool>SubTool>GrpSplit to split the different UV areas into subtools.

Now, select each subtool in turn and:

  1. Set the AdjU to a value other than 0 and press ApplyAdj. The value you use is not critical (it works whatever you set it to).
  2. Set the FS Border slider to the value you want.
  3. Create a texture of the size you want and press Col>Txr (or New from Polypaint on Mac).
  4. You can repeat 2 & 3 to adjust the border size as necessary. Then export the texture and move to the next subtool.

HTH,

Thank you. I ended up moving the uvs by hand, fix seam, then reload zbrush and do the next shell. I will use your technique next time. Much faster.

The GrpSplit fuction helped me figure out how to paint over my seams on different uv shells with projection master. Thanks.

Thanks Marcus, this helped me as well.

Nice workaround thx. I’ve started using PS to replicate what zbrush does to the seams, in my case it’s just quicker than splitting the mesh and adjusting the uv’s.

  1. Import your tex to PS
  2. Duplicate the layer twice
  3. Remove the background fill tex (probably black) from the top layer
  4. Use the smudge brush on the layer below to slightly extend the texture border.