ZBrushCentral

Painted Textures Disappear When Picked Up

I’m having quite a time…I import geometry from maya (.obj) and then apply a texture. I then drop it into projection master and do some painting, problem arises when I pick the object back up. The painting I’ve done simply disappears. If anyone knows a solution to this I would GREATLY appreciate…it’s literally driving me batty. :rolleyes:

Well asuming when you pick it up you hit colors

The only other thing that Ican think of is what does your uv layout looks like?

Thanks for the quick reply! I actually just got it to work by selecting adaptive uv’s…sorry it’s been a while since I’ve fooled around in the ole’ ZBrush so I’m still trying to catch my bearings. I actually have another question for anyone who might know the answer. When painting with textures I want the edges to be feathered, so I selected an alpha that should produce such a result, problem is…it isn’t. Most likely something I’ve overlooked or haven’t selected. If anyone has any ideas I would be very appreciative!

What is your focal shift at? The lower the number the harder the brush.

Bill,

I am new to Zbrush (Zbrush 2 for MAC) and losing my textures. Which adaptive uv’s are you selecting? Which palette? Thanks. . .

Regards,
Steve

xcelcor go to Tool then select texture and there you can select your UV settings.

Hey Steve,

It’s under the Tools dropdown menu, under Textures. Select AUVTiles. This will solve the problem of texture dissapearing when you pick up from projection master. Just a little bit of advice from what I’ve found using the program. It’s MUCH better to have your UV’s already layed out in your 3d app before you import to Zbrush. Creating the UV’s using the adaptive method is nice, but can render some unwanted results when trying to use bump or displacement. Hope this helps man!

Billy

Hey Bill,
I’m still having issues with the adaptive UV’s disappearing. The probable cause is that I haven’t gone through proper procedure of setting the object up or read enough of the book or just plain being impatient and jumping right in to this.

Ok, here goes. . .

I took a head from Poser, saved it as an object file, imported it into Lightwave to remove some unwanted objects it contained, (eyelashes and eyeballs.) I brought it into Zbrush, clicked the AUVtiles button then started sculpting. I divided to the 4th subdivision level to get the detail close to what I wanted then went into projection master and started painting. Everything looked great. Then they were well not gone comepletely but very pixleated some displacement was gone too.

I clicked the AUVtiles button again and that nasty but serves you right message:

“A 3d mesh with subdivison history may only be mapped while the lowest subdivision level is active. Switch to lowest level or delete the lower subdivision levels and try again.” appears.

I delete the lower subdivions and then click the AUVtiles button again and get this next message:

“The active texture is too small for optimal UV tiles mapped to this object. For optimal results use a larger texture or decrease the mesh density (polygon count.)”

Which I understand is like trying to stretch a sandwich baggie over a really big sandwich.

So I’m not sure how to set up the texture in the first so I know it will be large enough or do you set it after you have reached the subdivision level you want.

So to the best of my knowledge thats what has been happening. Any info would be again be greatly appreciated or if you know where there is a tutorial on proper procedure on this that would be great too. As I said, it’s probably just that I haven’t educated myself enough with it, but I have been under a bit of a time crunch with working on this, hense. . . diving right in. I do have the Zbrush 2 manual and Glen Southern’s DVD from Kurv Studio and plan to get through both of them. The answer is probably right under my nose.

Thanks,
Steve

Attachments

LW_UV.jpg

UVpixleated.jpg

Hey Steve,

Sounds as if the resolution of the texture you’re creating is too small. Here is the workflow I use when applying the Adaptive UV’s…hope it helps :).

After importing your mesh, create a new texture for it by going texture menu bar & selecting new. Be sure to change the size of the texture first. Make it either 2048x2048 or 4096x4096 depending on your needs. Then go to Tools/Textures/AUVTiles. Now you can subdivide to which ever level you need and also go into PM to paint some textures.

Hope this solves the issue. If you have any more problems let me know, hopefully I have a quick fix :stuck_out_tongue: I know how those deadlines can be!

Cheers!
Billy

Thanks Bill.

Trying it out now. Found some tutorials last night by Steve Warner for Lightwave ZBrush users. I have a couple more questions for you but I’ll run through this first. Talk to you later.

Steve