ZBrushCentral

Ken Brilliant Lesson 8 -- UV Mapping

I think people are talking apples and oranges. Lemo is arguing that inside ZBrush, GUV or AUV mapping will provide an adequate, distortion-free, UV layout, and he’s right - as long as you start out applying a blank map, then create the texture by direct painting or using Projection Master. Applying any pre-existing image-map to GUV or AUV mapped objects will turn the image into a scrambled patchwork quilt across the model, probably not what is wanted.

However, other mapping methods provided by ZBrush, specifically spherical and cylindrical mapping (or planar mapping for that matter), would be used to apply pre-existing maps to models, especially simpler models like spheres and cylinders (and dinosaurs.) GUV and AUV mapping won’t easily work in those cases. Another often-used option is to export the model to some other 3d package or UV Mapping utility, apply appropriate UVs, and re-import to work inside ZBrush.

My previous post was only meant to address the seams question Mr Ghost asked concerning the anomaly in his sphere3d, after applying spherical mapping inside ZBrush. Demonstrably, there IS a problem along the seams when ZBrush generates cylindrical and spherical maps. And, I’m convinced it’s fixable because the mapping on the parametric primitives - sphere3d, cylinder3d, square3d and others, do NOT have this anomaly.

Sven

The Problem is:

We want not to hit, AUV or the GUV button!!!
We need Spherical or Circular UV mapping.
We need to edit the texture in external programms like photoshop.
Did you tryed to edit a AUV texture …I don’t like it.

Why are the botton UVS and UVC there if this mappings doesn’t works??
(scuse…can be that some programmers know how to make this botton working with some patience… I’m not a programmer i hate programmation … for me it doesn’t work. I need a software “easy to use” (or better… a working software) like Maya and I hope ZBrush3 will be something like that)

I FORGOT … I didn’t import anything… I work JUST with ZBrush I used ONLY ZSphere

I tank you all

Lemonnado your help is ever incredible

Moka,

Excuse me, I don’t work here. I am a ZBrush user just like you, and I’m frustrated by the spherical and cylindrical mapping problem just like you.

I understand that you want to be able to enhance the texture map inside Photoshop. But like it or not, the ZBrush mapping problem exists. Maybe they will fix it in ZBrush 3, but that’s no help now (maybe on May 15th…)

I guess you have several options to work around the problem.

  1. Hide the seam (like on the underside of the dinosaur.)

  2. Export the model and apply UV Mapping using an outside program, then bring it back in to ZBrush to paint the texture. You could then use Photoshop to refine the exported texture map. One very handy FREE utility can be downloaded here - >>> Classic UVMapper <<<

  3. Experiment with GUV or AUV mapping and use >>> Zapp Link <<< to work on the texture in Photoshop.

  4. Learn to play golf until May 15th.

Sven

Sven tank you !!!
You gave me the answer i need.
For some people like lemonnad people like me have to solve the problem in google… that’s why I feel I make a mistake that I can’t understand.
Now I know… ZBrush2 have a bug, now I have to whait.
Fine now I know it and I have no problem with that.
Sometimes in this forum that’s people that spend the time waisting the time of people like me… but just sometimes.
I’m glad that people like you save my time!!
Now i know…and i can spend my time with my doughter and my wife and not in google.

Ok People:

1 thats a problem
2 that problem will still there
3 we have to work around it

I’m happy … tonight i will sleep better :smiley:

“I work JUST with ZBrush I used ONLY ZSphere.”
No problem with that. And as long as you do not want to learn how to unwrap a structure like the dinosaur, you have to work with GUV and AUV and paint/texture your model within ZBrush.

Again, there is nothing ‘broken’ in Zbrush. It’s limited in what it can UV map for you. That is true. For example it completely lacks cubic mapping… But on the other hand, it gives you two tools no other application offers to allow you to map UV’s as artist. GUV and AUV. Without engineering degree. The only limitation is that you are unable to edit those maps in an external 2d image editor later on.

Your idea to use spherical and or cylindrical projection to map a structure like the dino in this thread is flawed, it will result in massive distortions. You will not be able to achieve any result that way. Regardless which program you use to apply that mapping. A distorted map cannot be edited in an external 2d program as well. You would have to change brush characteristics constantly to allow for the distortion once the texture is projected. It simply does not work.

You either use GUV and AUV which does not demand any thinking beyond that. Or you learn how to use an external UV mapper like UVLayout from Headus which allows complete artistic freedom. No programing or engineering degree necessary and only a hand ful of commands to know.

It would be nice to have a function like UVLayout in ZBrush… But a node based procedural material system, a bucket renderer, animation… as well…

So, you have two alternatives. Use GUV and AUV without much thought and paint/texture in ZBrush. There is nothing wrong with that! Your 3D app of choice can and will be able to use those maps.
Or go and look at ‘UV unwrapping’ in depth and be able to use a 2D program to paint/correct textures or apply existing textures.

Lemo

PS:here is a sample of a simple ZSphere object unwrapped in UVLayout in about 10 seconds total after loading the geometry.
stinger1.jpg
The GUV layout… unless you know what square maps to which part of the geometry… no way to manually edit this:
[attach=53315]sting2.jpg[/attach]
The cylindrical and Spherical mapping is just garbage, so I do not post that waste of time, but here is a UVLayout’ed top and bottom ready to be painted in any 2d Prog( This is the style you want!):
[attach=53316]sting3.jpg[/attach]
But… for the sake of seams another alternative might be chosen. That’s why there cannot be an automatic way:
[attach=53318]sting4.jpg[/attach]

Nice result, no distortions!:

[attach=53321]sting5.jpg[/attach]

It would be great if there would be an automatic way and I agree that this technicality is making life difficult. But you have the two choices.

The images btw. are from an upcoming UV layout tutorial. It’s a thorough tutorial. Covers ZBrush, XSI, C4D, BodyPaint, PS. After working through that… no polygon is save.

PPS: I don’t know why you consider a goggle for ‘uv mapping’ as waste of time. The first three links are to excellent tutorials and the fourth is a link to a nice tool. I think you like to complain ;). Now relax and unwrap 8).

Attachments

sting2.jpg

sting3.jpg

sting4.jpg

sting5.jpg

I am still of the opinion that what I said about a workflow smoothness needed in Zbrush regarding this matter should be a major goal of the Pixologic people in any future releases.
I see the workarounds and the other info that Lemonado refers to is also good and deals with the present reality nicely.

I look forward to his new UV tut ie Lemonado and I hope all can sleep well tonight.
ZZZZZZZZZZZZZZZZZZZ Already sleeping haha
Ciao

Hey Folks,
maybe I’m crazy(probably), but the whole idea of needing to “Flay” one’s sculpture to then paint it on a flat surface seems, well, moribund.

http://dictionary.reference.com/wordoftheday/archive/2002/06/22.html
"A man walks in to a Tattoo Parlor, and says;
“Hey Buddy, can you do a nice evil dragon wrapped around my arm?”
The tattoo artist says;
“Sure, but i am going to have to peel your flesh off, and lay it on my table to do so…”(!?!)

Well, it’s just one man’s opinion, and we all have an opinion, just like we all have an “Inner Extrude” button…

Spherical and cylindrical mapping may be garbage but there are still a few people who use it to great effect… like >>> HERE <<< :smiley:

Sven

Ich weiß es nicht ob ich dich lieben oder hassen soll…
Ich glaube, langsam, mag ich dich.

Grüße aus Freiburg

link to pdf doesnt work :frowning:

Indeed :frowning:

Can’t download UV.PDF

Hmm … I just tried again and it worked this time.:+1:

Hi Dan,
Link worked fine this go round.
Thanks,
Pappy

Hi guys. I was wondering if anyone in here could help me. I’ve started sculpting in zbrush but now want to change my uv’s. I export my model from zbrush at its lowest level then import it into maya where i change my uv’s. After i’ve done that I export it as an obj, re-import into zbrush. When i divide my model it goes all freaky. Now this is a cool effect and all but I’d like my original sculpted geometry :smiley: . If anyone knows something please enlighten me, or if you know a tut that would be great too.

thanks
Brett

here you go
your vertexs go haywire because the vertex order gets changed while importing into your 3rd party app.

anyway heres a video
http://www.houseoftutorials.com/nolinking/lesson1_blenderuvs.wmv

http://www.houseoftutorials.com/nolinking/lesson1_blenderuvs.zip

it uses blender to auto unwrap UVs
But pay attention to the export and import options thats whats important.
If its maya you are using goto file/ import / options box / goto obj/ and put a false in the creat multiple groups. then import you stuff do the UVS, then re-import The model at the lowest lvl in Zbrush. Walla no vertex explosion

Hey Thanks. That really helped! Jeez I’ve been looking for that little tick box everywhere :smiley:

Cheers
Brett

Question from a ZBrush newbie.

Subject:

Texture (UV) mapping in Cinema 4D from ZBrush.

I’ve successfully exported model and texture from ZBrush, imported into Cinema and rendered it. Making sure to mirror the texture vertically in C4D. Worked great!

My question is: Since I’m new to ZBrush and not up to speed yet, is there any way to take the exported ZBrush texture into Photoshop or Painter, add more detail, re-import it into ZBrush and have it retain the UV mapping tag when I re-export to use in C4D?

Thanks in advance for your help!

David

Can’t all the people who want to use an external program to add detail simply create the jpg pictures in photoshop and import the texture to ZBrush then paint in zbrush using those textures?

I understand everyone is having problems using photoshop with UV because its complicated but with the simple answers here not allowing you to directly use photoshop you can indirectly do so by importing textures made in photoshop for using in ZBrush.

This is what I plan to do.

I read this tutorial and its great.

Thanks Ken!