Hey,
I UV in maya and I did some zbrush on a model and just realized that I have a small overlap in part of my uvs… is there a way either in maya or zbrush to check to see if a model has overlapping uvs?
thanks
Hey,
I UV in maya and I did some zbrush on a model and just realized that I have a small overlap in part of my uvs… is there a way either in maya or zbrush to check to see if a model has overlapping uvs?
thanks
Tool>Texture>Uv Check
If any portion of the model turns red, you have overlapping UV’s. You can also look for red on the texture itself after the Uv Check button has created it.
thanks aurick!
I just noticed that if I put a level of smooth in maya then export an obj… the level of smooth creates the overlap in uv… without that smooth there is no overlap…
do you think i should not put a level of smooth before bringing it into zbrush?
for the object im doing in zbrush I have to bring it to level 7 before I can get the detail from alpha brushes to stick… I thought that if i added a smooth in maya i could reduce the levels in zbrush that I would have to go to.
Details “stick” because your mesh is of sufficient density to support them. Ultimately, a model must have a certain minimum number of polygons in order to support specifically fine details. What you do in another app before bringing the model into ZBrush will not change that need.
If may allow your model to have fewer subdivision levels, but the number of polygons will be exactly the same.
For example, if your model begins with 1000 polygons you can get 6-7 subdivision levels out of it, resulting in 1 million or 4 million polygons. If your model begins with 4000 polygons, you can get 5-6 subdivision levels out of it – but still only 1 million or 4 million polygons.
People often talk about how many levels a model has. This is always a red herring. The true measure of a model is its poly count.
Thanks Aurick