ZBrushCentral

Is it wrong to have UV shells laid very close together?

I laid out my UVs within Max and put the shells very close together to maximise the space

but after polypainting in zbrush and sculpting for the normal map when I create the texture the diffuse and normal textures are overlapping ever-so-slightly in places even though the UV shells while extremely close arent overlapping at all

should this be a problem?

could the fact that I used the changed ‘Sud-d level 1 Mesh’ as opposed to the stored morph target mesh account for the texture being slightly larger than the UV shells and therefore overlap with other textures?

or is this just a normal occurence and UV shells should never be that close?

I know i can just change and scale the UV shells down slightly in Max and then re-import the Base mesh back in to change the UVs in zbrush but with 16 subtools this will be a ball-ache and Im curious

here is an image of the UVs Thanks

Attachments

UV.jpg

the overlap comes from the seam border overpaint…it defaults to 4 pixals. It is used for mipmapping as well as ensuring that there isn’t a seam during display and such.

If you’re not getting an error with the slight overlap, and you don’t need any mip-mapping then don’t worry about it

thanks for the reply goat well i am getting a small overlapping on my diffuse map and looks bad

so can i turn off the mip-mapping border? but how do i do that when there isnt zmapper anymore?

doesnt that have the options to change things like that?

in the texture panel…FS border I think it’s called…next to a button called Fix Seams.

the FS border should be a 4…turn that down to 0 and hit fix seams. I haven’t tried this in 3.5 yet but if you had a texture loaded and UV’s that supported the map this would fix the map for you…in 3.5 you may need re-render, but I’m not sure.

they might have also moved the button on me as well. I haven’t done any real texturing in 3.5 yet

thanks again goast666, the settings for the border and such are now under the UV Map sub-menu

changing this however to anything less than 4 resulted in huge black seams
this means I need the import my base mesh again from max with the changed UVs so the sheels arent so large and close together

however to do this I need to do it for every subtool but when i do this the UVs dont actually change and remain the same (I use the UV check option to make sure) in the texture menu and i get this message (see pic)

I use the Zbrush preset in Max 2010 export options to export and import

If i select the correct subtool and import a new base mesh with changed UV’s, it should change right?

Is this message im getting the reason why the UV’s arent changing?

Attachments

error.jpg

don’t use the Max Zbrush preset (when they bought Mudbox for some reason their Zbrush export options don’t work right with Zbrush…go figure).

In your import and export options the only things you need checked are quads and texture coordinates.

nothing else. 2 check boxes and that’s it. Otherwise it will change your point order which messing things up…as you see.