Thanks for the help everybody, I’ll try my best to help you help me now; hopefully I’m not too much of a noob to do even that! :lol:
Moochie:
“Hi. Can you show us your UV template, please?”
Actually, I’m not sure how to. ^ ^"
So I’ll describe it instead, haha. When I first imported my object, my UV’s were messed up all over the place. (When I did a UV check, my whole model was red.) I fixed it (I think) by assigning a blank texture to my model, and then hitting “GUV tiles” (it seemed to be what everyone said to do to fix broken UV’s) Now when I do a UV check, everything seems fine, though all broken up - No red anywhere, but the surface is in a lot of rectangular pieces instead of one un-wrapped box shape as maya had apparently exported it.
“What size is the total texture for the model?”
I hadn’t noticed this until you asked that question but, my blank texture is 1024x1024, while my wall texture is only 640x480. (I just made it the same size as the canvas, and painted it there; I figured that would ensure a correct ratio, though this new bit of information seems to suggest that I may have been mistaken…)
“Did you use the ‘pixol to pixel’ plug-in to determine the correct position for the model on the screen?”
Actually, I didn’t even know such a plugin existed. Thanks for mentioning it though, it sounds like it might be very useful; I’m going to go look for it right after I’m done replying. ^ ^
Aurick:
“By the way, ZAppLink allows you to send your ZBrush canvas directly to Photoshop and then bring it back again.”
Hah, that sounds useful too, thanks! “PrintScreen” seemed like kind of a weird thing to put into my workflow. :lol:
“But regardless, the workflow you describe is basically two different ways of manipulating your canvas. One way used ZBrush and the other used Photoshop, but it was still the canvas itself. What you need is a 1-to-1 translation between the canvas and the texture that the canvas will be projected onto. Your results make it pretty clear that the ratio is off.”
Yes, I’m doing something wrong apparently, haha. My concept of pixols must be off; I’ve been soley a 2d artist for the last five years, and just got into 3d again about a month ago. I’m probably a little rusty. X3
I was under the impression that since my texture was the same size as my model that it’d have the correct ratio though. I don’t know, I’m going to go look through your texturing tutorial again right now and see what comes of it.
(Thanks again for all the tutorials btw, I’ve only been on these boards for a few days, but it’s already obvious that you help out a lot around here. ^ ^ )
ibrahim_gabr:
“Well I am experiencing the same problem here but, you should check out Auricks precision texturing tutorials…and if u found out what you are doing wrong plz PM me thanks”
Yeah, I’m going to go check out Aurick’s tutorial once more; hopefully while I’m doing it again my stupid brain will catch what I’m doing wrong. :lol:
I’ll PM you as soon as I figure out what I’m doing wrong, in any case.
Thanks again for the help everybody, sorry for being a noob! 