ZBrushCentral

**** Pixologic Release: UV Master (WIN & MAC)

OH MY F****** GOD! Absolutely Amazing !!! impressive.
I really have no other words to say. :eek: :eek: :eek:
No more UV ass pains :smiley:
copy and paste uv function, uvunwrap and seam painting, wow what more do u need from this :slight_smile:

Thanks pixologic :slight_smile: you made my day :slight_smile: made my life easy :slight_smile:

Yes!!! My prayers have been answered. Thank you guys!:smiley:

Hi All,

I’m trying to install UV Master and it will not show up in the Zplugin palette. Never had this problem with plugins before.

Any have any advice.

Thanks.

Adam

LOL…i didn’t have the right file path for ZBrush to read the plug-in…silly silly me…

Adam

http://www.youtube.com/user/WidowDesign1
check out the youtube channel :+1:

this is the best thing ever:D :smiley: :smiley: :smiley: :smiley:

I played with this new plugin all day yesterday and LOVE IT! In the past I would spend hours and hours laying out UV’s for my different models and I would HATE it! It was one of the worst parts of my day. Now with UV Master it takes seconds on a mesh that would take me hours and hours of work. I can quickly unwrap a mesh and tweak it in Maya (if I am combining textures) in just a few minutes. God, I hated cutting all the seams, unwrapping, and moving uv islands around. This is going to save me so much time and headache. Thanks to all of the hard work from the Pixologic team. Thank you , thank you, thankyou!

Maybe in the future there will be a way to combine the flattened texture with another flattened subtool texture so I could do all UV layout in Zbrush and not have to go back to Maya to combine textures for different subtools.

You guys keep blowing me away with the new stuff you keep putting out there. You guys really rock! :smiley:

Thanks again.

I’m glad about you’re working on Uvs issue, because, in addition with Spotlight, this means you’re developing seriously a texture painting tools package (please, don’t forget layers tool!).

But personally, I am not agree with this traditional way of make the Uv map.

I think the ideal way is every polygon has its own real surface on the map, in proportion with the other polys of the mesh, of course. This would implies detach all polygons in the Uv map, and make fit the poligons how better can be, but we need too leave space for repeat the pixels at poligon borders along the normal of every border for avoid to see texture seams. The problem increases when you see that you need maintain the angles between neighbours polygons to match the exact number of pixels and they fit perfectly on the model.

Yes, sounds more complex that it should, but its the correct.

The disadvantages are two. The number of Uvs increases, who knows if excesivesly for videogames, and well, the space distribution between two polygons.

Reaversword, if that’s the way you want your uvs laid out, it sounds like the old AUV tiles way of mapping should be just about perfect for you.

I think you should be able to do this by simply cloning the tools you want to be on one uv map and then merge them into a single tool.

Just perfect!! :+1: :+1: :+1:

Wildsketch, you are on the way, but the problem the old AUV tiles had was that every polygon had the same size in the Uv, independiently if it was big or small respect the others of the mesh, for example, if you have a simple table with rounded borders, the minimum size polygon of the corner has the same texture space in the uv map than the big central polygon of the surface of the table. But yes, I’ was refering something like an improved AUV tiles.

How you can see, Zbrush has been always oriented to ā€œorganicā€ modeling, and for this reason, usually the mesh had an homogeneous resolution. But if we pretend use Zbrush for unnorganic modeling, like the table example, well, thats the problem about AUV tiles!.

Thanks for the advice my friend. It’s good talk with people that wants help everyone.

Reaversword: Wildsketch is correct (thanks Wildsketch), what you want is ā€œAUV Tilesā€.
The ā€œAā€ stands for ā€œAdaptiveā€, allowing for the UV area to be proportional to the surface area of the polygon. Use the AUV Ratio slider to control the distribution of UVs.
See this (old) AUVTiles post .

has anyone on Mac OSX had a problem with UV shells coming into Maya via GoZ as separated polys?

I can weld everything but even when I send the welded UV back to ZB and then back to Maya they separate into polys ago. Even with the new UV Master, but it was doing before UV master.

Thanks.

Try going under Tool -> Export and selecting Mrg. This should weld the UV points when exporting out of zbrush.

I (sort of) understand UVs and why we need them, but could someone explain how flattened UVs (either as one mass or in ā€œislandsā€) are used? I mean, I understand that these UV maps are supposedly taken into an application like Photoshop and texture is painted using the maps as a guide. Then these Photoshop layers are somehow applied as channels in your 3D app of choice.

My question is: How the heck do you know what you’re doing while in Photshop, if you can’t see the model ā€œin the roundā€? (I know that Maxon’s BodyPaint is supposed to address this, but most people seem to work in 2D in Photoshop.) This is not, I guess, really a ZBrush question per se, but if anyone can explain or point me to a practical example/tutorial on 2D UV map painting, I’d really appreciate it.

Lastly, once you have good UVs, can you polypaint textures inside ZBrush with the expectation that they will read correctly inside another mainstream 3D program?

Thanks! :o

Agree too, but using AUV Ratio usually the final UV Map has a lot of free space (please, remember, always talking about non organic forms, I mean, non homogeneous resolution topology). At least, thats I see in my test. Try yourself if you want.

Anyway, thanks for this inexhaustible source of help!. Finally respect this issue, I was a month programming a Maya script for do the Uv maps with Python. Of course, If I would do it again, I will modify some things, but…

Thanks again to everyone!.

There are many ways to address this. First and foremost, you don’t have to use Bodypaint to paint on the model in 3d. Zbrush currently allows you to do this through the use of polypainting. Once you are done polypainting you can convert it into a texture by going under Tool -> Texture Map -> New from Polypaint (This assumes you are using zbrush 3.5 R3 and I think it should be the same for the Mac version Zbrush). Alternatively, you can also paint textures in zbrush in a sort of hybrid 2d/3d way through Projection Master or Zapplink (Zapplink allows you to use Photoshop to paint on screenshots of your model and then once back in zbrush it projects the paint onto your model using Polypaint). Also, newer versions of Photoshop such as CS3 and CS4 allow you to import .obj files and paint/preview the textures right in Photoshop (I believe you have to have CS4 to paint directly on the model in 3d but I’m not entirely sure of that). Some people also like to do a quick polypaint and export that texture out as a guide for more detailed work in photoshop or other application.

If you wish to do it purely through 2d then probably one of the easiest ways to do this is to render out a cavity map of your model by going to Tool -> Masking -> Mask by Cavity and then Tool -> Texture Map -> New from Masking. This will give you a map that contains some shading information that will make it easier to understand the form of the model while flattened. Then export this map out and bring it into a program like photoshop and use it along with a wireframe of your UVs as a guide to layout your textures.

Each 3d application has it’s own way of handling UVs so depending on which application you are using, where you are currently at in your production pipeline, and how well you have laid out your UVs will determine how the textures turn out inside of that application.

This new Plugin has arrived just at the right time. I was looking at purchasing a separate UV mapper app over the week end. Pixologic do it again.

However I’m struggling to create a final model where I can reduce the polycount to its lowest to be able to use UVMapper efficiently.

I get the feeling my only resolve is to utilize re-topologies.

Rather than repeating myself I have included a link (below) explaing my dilemma.

http://www.zbrushcentral.com/showthread.php?p=662798&posted=1#post662798

I really hope someone can help.

When i’m switching between Protect and Attract, the paint that i made for Protect disapear :frowning: And vice versa, this happens very often. I test it with defaults models (rhino, demosoldier) :frowning:

That’s a really good summation, especially as it relates to working inside ZBrush. Your comments about Masking by Cavity as a basis for additional work in Photoshop makes a lot of sense.

Painting hard-surface maps where model edges are obvious is one thing, but I couldn’t see how to make Photoshop work in a more organic project; your explanations really help a lot.

Although I’ve been following ZBrush for a long time, my current Mac is pretty long in the tooth and under-powered. Hopefully, this summer I will be getting a new one and, by then, ZBrush 3.5 R3 for the Mac. I can’t wait to explore all these great new features.

Thanks again!