ZBrushCentral

I don´t understand it .....

Hello friends !

I want to texture my head I´ve modeled, with the same method as Kris Kosta showed us in his video.
Texturing from Image References and using the Image Plane.

I use a photo reference from the front, the left and between and I try to pull the texture with the move tool to
the right place.

The result are 3 different textures, I export as .psd file.
And as Kris said… if you do have your textures exported use photoshop where you can decide which
parts of the texture you want to use, so that you will get a very nice texture map.

Of course, but here is my problem.
I can´t paint on it, because I can´t see what I am painting.
Because my texture isn´t rolled out, I have the GuvTiles, and the only thing I can see are little squares.

Sooo… I don´t know how I can fix that problem, so that I will get a rolled out texture map or a flatten map.
And if I use the UVs (Spherical) I have such a strong distortion on my texture that I have the
same problem. It´s not really to use for painting in photoshop direct on the texture.

And well, there is one another point. If I want to paint direct on the texture, I would need something like a rolled
out wireframe from my mesh, I mean a flatten version to see where I am painting… UVW map ?
By the way I use 3dsmax, but I´ve thought I can do all that in zbrush ?

So what´s the solution for this problem ?
What can I do ?

And it would be great if there is any tut out there, where I can see how the images were merged
together in phtotoshop, so that you will get one final texture map.

Thank you so much for any little help.

Here is a image showing the result I would like to have for painting.
It´s flatten … and I have no clue how I can get this result with zbrush.

Yup, it’s the one thing I wish ZBrush made easier. The only way round this that I’ve found is to export your base mesh, (obj file) into another 3D package and “unfold” your model by creating seams and laying out your UV’s. There are a couple of free packages on the Internet, (try searching for Unfold3D) which will help you if you don’t have any other 3D package to use. Once you have unfolded it you save it out as an obj file, go back into ZBrush, and making sure that you haven’t changed the number of polys, ie. if you exported the model out at Division 2, then make sure you are at div 2 when you import your obj model back in. This should transfer the new seams to your ZBrush model, and then you’ll notice that when you begin to texture your model, it’ll be to the new UV layout. I don’t think it’ll update existing textures done as AUV’s so you’ll probably have to start again?!

Hope this helps, although I hope someone else has a better method within ZBrush?

capu - I think I mentioned in the video that your UVs must be unwrapped for this technique to work. AUV tile uvs will not do the trick. You will have to use Max or another program to layout UVs to be readable inside of Photoshop.

Best,

Ryan

Hello and thank you for your answers.

Great, now I have a new way, because I didn´t recognize that my uvw´s have to be unwrapped for this technique .:idea: Sorry, that was my fault…

Okay, that means… this should be the way:

a) Modelling my mesh in Zbrush and export it with a Low-Poly as .obj file
The reason why I want to export a low poly is, because if it would be a high poly, I can´t handle the UVW´s… hmm, to many of the vertex points, or to much from the geometry so that I can´t unwrap it.

b) when exported, I will use the unfold tool, or even 3dsmax with a uvw unwrap modifier.

c) After getting the new mesh witht the uvw coordinates I export the new .obj file with the same poly count and the uvw coordinates again as .obj file and import this one again into zbrush

d) Start painting and using Kris Kosta´s method showing us in his video.
end.

Please let me know if this should be the way or if I did missunderstand something again. Thank you sooooo much for your help and any little suggestions… I really appreciate that…

And another question:
When I paint the texture on my low-poly mesh… well, is this texture for use on a high poly also ? Or it wil not fit the texture on my high poly ?

Thank you sooo much,
capu

Hello and thank you for all your efforts helping me out here.

Well, I failed again to get my .obj file back into
zbrush with my unwrapped uvw map.

Soo, this was my process.

a) I exported my mesh from zbrush as .obj file
b) I imported it into 3dsmax, used the uvw unwrap modifier to unwrap my mesh cylindrical
c) I exported again this mesh collapsed with the new uvw coordinates

and here comes the break…

d) now I´ve tried to import this new .obj file into zbrush, with Tool–>Import…
e) okay, now I have the new and unwrapped .obj file in zbrush
f) I put it on the canvas
g) made a new texture 1024x1024 and I didn´t choose any mapping Option because I think the UVW coordinates should be right
h) I´ve tried to paint on the mesh… I did it… and than I´ve took a look on my texture…
i) well, it´s defenitly not the flatten unwrapped texture I should get from my unwrapped uvw map
j) yep, so I failed again…

uuuufffff… well, sorry… I have no clue what I am doing wrong here…

Here you can see the half side in 3dsmax, unwrapped and textured:

And here the same in zbrush:

Here is the UVW Map:

The UVW from the whole head:

There must be something I havo to do that it will work in zbrush, but I couldn´t find what … hmmm… would be great if someone can bring me the light into my darkness…

Thank you so much for every little help,
el capu

Did you remember to flip the texture vertically?

Hello aurick !

Yes, at first I forgot to make the v-flip, you are right. But that didn´t solve my problem.

As you can see, there must be something wrong. The texture doens´t fit 100% percent the mesh, and I do have some strange
distortion on the texture and don´t know why. And I´ve tried it, with the same Divide Level I have exported, and with higher levels
of detail. But that didn´t solve this problem.

Hmmm, so what can I do ? Or what do I wrong ?

And than, there is a second thing, I have no clue how I can fix that.
I thought I model my mesh with full detail as instance with 2 million polys. From that high poly mesh I want to make
a Normal Map, to use this for a low poly in 3dsmax. Soo, nothing special.

But now, I have recognized, that if I unwrap my imported low poly in 3dsmax, I destroy the uvw coordinats from the created normal map.
and so I can´t use both together, the texture map and the normal map.

Hmm, I am sure there must be a way to work… but at the moment I can´t really find one.

Thank you so much fo every little help,
capu

Hello !

@PROBLEM: Fitting the texture

I could fix it.

And for everybody else who will have the same problem, here is the solution.
ZBrush did everything right, but I choosed wrong settings for the export in 3dsmax.

Lol; Now I am much smarter. I used the export settings from the practical manual I really can recommend.
The only thing what is very weired. By using the right export settings as .obj file, the poly count will be doubled.
Really strange… maybe someone else did recognize that…
In my case my original Head had 1632 polys.
After exporting as .obj file with the right settings, the count of my polys is: 3264

Well… really strange… is that ok?

Thx a lot for all your help and suggestions,
capu

Probably your mesh has been triangulated during the export. That means that each quad is split into two triangles. Thus multiplying the amount of polygons by two.
Cheers
Lemo

PS:It really does not matter except for the fact that triangulated meshes are pretty much unmodifiable as you run into massive shading problems later… Pretty much all game engines require triangulated meshes.