ZBrushCentral

Glitchy Texture. Partially messed up.

If I colorize a model and make a texture from it, the texture becomes very glitchy. This happens all the time, wheter it is a high poly model or not, if I set a high resolution for the textore or not.

I couldn’t make a decent texture by now, and I don’t really want to go on untill I fix this problem.

GLITCH.jpg

This is a simple example with uniform colors applied.
Help would be appreciated.

What is the UV layout for that model?

From the looks of it there are UV’s either too near one another, or too near the border of 0-1 UV space

so, i should remap the UV’s in a different application?
there is another problem regarding this issue.
if i try to map the model with adaptive UV tiles it says the texture is too small. this particular model has about 900,000 polys. the texture is 2048x2048. i say it should be more than enough for a decent texturing.
shouldn’t adaptive UV tiles be the sollution for this? or is the UV tiles’ dimmension the problem?

AUVTiles would be fine – if it was applied at a low enough subdivision level. From the sound of things, you don’t have any lower levels. That creates a problem.

You see, 900,000 polygons would tile out to be about 950 x 950 polys on the map. Let’s say you go with a 4K map – that comes to only 4.3 x 4.3 pixels per polygon. And since there’s a space of 4 pixels between polygons on an AUVTiles layout, that leaves less than one pixel per polygon for actual texture. It just doesn’t work.

What you can try is reconstructing subdivision levels to get your lower levels back again. Or you could use retopology to construct a new mesh and project the detailing and polypaint to the new version. Either way, you’ll end up with a model that has a low resolution level 1, which can be mapped successfully.

If I break down the model to bodyparts and try to texture them separately, then after exporting I combine them again for rigging and stuff, that should work, right?

So all things considered, the tipical way to texture a model is applying the UV’s in a lower subdivision level, and then dividing the geometry for detailing? Doesn’t that mess up the UV map?

Thanks for all the help and support. I’m one step closer to being a ZBrush master.
:smiley:

I only had to try applying the UV’s in a lower subdivision level and dividing it later. It doesn’t mess up the UV map. I think I know why I had the idea of theUV’s getting messed up if I change the ammount of polys. If I make an UV map in another program, ZBrush messes it up for it’s own style of mapping, right?

<<<Problem solved>>> :+1:
Thanks again!

First, ZBrush will not change any UV’s that are assigned to the model on import. Unless you tell it to, that is. Clicking on any of the mapping types in the Tool>Texture palette will change to that mapping type. Clicking Disable UV’s will delete the mapping. Anything else is fine.

Second, why are you deleting your lower subdivision levels? That’s a destructive workflow, meaning that it locks you in to whatever you have. There’s no easy way to go back and change things without redoing a lot of work.

Yes, I know. I haven’t got that much proffesional practice yet, but I’ll get used to it. The thing is, I haven’t got very much memory and I’m working on other applications simultaneously, I thought I cut back the resource usage a bit. A while back I learned that I have to preapare a model from the start for an ease of use later.

Deleting levels isn’t going to make much difference in performance. Instead, consider splitting the model into multiple SubTools and/or hiding the parts that you’re not currently working on.