ZBrushCentral

Pixelated textures? :(

Hi everyone! My first post here. Sorry to be bothering you for help already! :wink:

I’m having a bit of trouble texturing a tower I modeled in maya…I’m using Image plane and all that; I followed Aurick’s texturing tutorials, and everything goes fine until I pick my object back up after texturing it. (While it’s dropped on the canvas, and I’m moving the texture around and such it looks great, but as soon as I pick up my object again to rotate it and such, it gets horribly pixelated. See Below.)

Is my texture too small? I’d think that after reading Aurick’s tutorial, but I painted the texture myself…I used printscreen to take a picture of my object, brought that into photoshop, and then painted the texture directly over that…I figured that’d mean I’d have a perfect ratio of pixels to pixols. Could somebody help me out here? If my texture is too small, I’ll have to paint it again I suppose, but I don’t think that’s the problem… = \

Thanks for the help guys, I appreciate it. :+1:

Edit: Ah, sorry, I forgot to mention, I’m using Zbrush2

Hi. Can you show us your UV template, please? What size is the total texture for the model? Did you use the ‘pixol to pixel’ plug-in to determine the correct position for the model on the screen?

By the way, ZAppLink allows you to send your ZBrush canvas directly to Photoshop and then bring it back again.

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.

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

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. :slight_smile: (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! :wink:

Heey I just figured out the thing…there is a plugin that mentioned above the pixel to pixol and it works fine you just fix the UVs and then hit a button under texture called pixel to pixol and the program places the model in some “position” in the canvas that is safe for u to project the textures on, but sometimes it does nt work and sometimes it work and i dont know why but it helped…if you found any other way tell me

Nah, I haven’t found anything yet actually ibrahim. I’ve been too busy with family stuff over the last few days to really do anything. XP

I’ll figure it out tomorrow though, as I have nothing better to do all day. I’ll PM you when I do! :lol:

Hiii here is my first try using the pixel to pixol plugin I just wanted to know why does is it look like low res texture??? Copy of 3.jpg
Although when I applied texture it was 1024*1024 and the pics I used to texture the model are high res so why?!?the low resolution look??!?

IF you get a 1-to-1 ratio between the pixols on the screen and the pixels of the texture, then you will get a good transfer from canvas to model.

However, 1024x1024 is not a large texture for a model. It’s pretty small.

Now, let’s say that the hi-res image you used for the texturing is 2048x2048. There is no way to get 2048x2048 worth of image onto a 1024x1024 texture. The 1024x1024 texture has only 1/4 of the pixels that a 2048x2048 texture has.

Ah, finally got my tower textured up a little using Zapplink and Projection Master. ^ ^ (It’s the only way I’m getting good results Ibrahim, I don’t know what to tell you ^ ^; )

The new problem I’m having is that I don’t know how to bring the textured model into Maya…I’m searching around for answers right now. Actually, I think I just figured out how to do it. :lol:

So I guess my new new problem is how to get bump maps and such into Maya…actually, nevermind, wouldn’t that be the same way as a normal texture? This is probably easy after all. ^ ^

I’m guessing I need to texture my model in Zbrush, then find the texture while in Maya, and reassign it? And I just need to texture it in Zbrush multiple times in greyscale for bump maps and such? Tell me if I’m right; I’m gonna go try that out. It’d also be helpful to know where exactly Zbrush saves my textures… Thanks guys. :3