How can you do things like this ?
You are amazing !
Thanks Pixo !
Just thought I’d point out that every feature I talked about should already be available in the Mac version of zbrush (even though it’s not zbrush 3.5). In regards to the version of 3.5 R3 I was referring to where these features are located in the menus. Some menus have been changed/removed/newly created and etc, so where each of these features is found in the program may differ slightly. I have the PC version so I cant tell you if these features are in the same place in the Mac version.
Amazing!!! What else can I say …
Finally got to test it on something other than the demo models. I really really like this plug-in because I really really hate doing UVs. Thanks so much for the great tools guys.
This is about 4-5 clicks.http://www.wyattharris.com/cgtalk/zbrush/uvtest.jpg
Thanks for this great plugin
, definitely will change how i work things from now on. Now the only thing zbrush needs is a photoshop layer work setup for its polypainting like how it is in photoshop CS4’s 3d paint tool. Hope to have it integrated in the upcoming 4.0 version release.
UV master is amazing tool as Zbrush itself!!!
Thank you Pixologic, you making future for UZ!
Thanks you so much! I finally fixed problem now!
cheers
Hm…I have a problem, if I draw a very precise line where I want my seam to be, it won’t hear of it and put’s it in some strange place Is there a solution to this? Sometimes it even doesn’t appreciate the ambient occlusion, and acts on it’s own accord.
Other than that I’m really loving it!
I only have one complaint - the help text. If we can get it in paragraph form so that it doesn’t run accross the entire screen causing some parts to be unreadable, that’d be great.
As explained in the documentation, UV Master is designed to work on large painted areas. The attract painting mode is to… attract seams. It’s not designed to put accurately your seams… and it won’t forbid the creations of seams on other places.
Your “error” is the most common one with UV Master: this plugin is not designed to create seams like you previously did before with other UV tools.
It would be nice to have a Additive type paintmode when you paint the densitymap so you can go beyond x4 and /4 because sometimes those are not enough to get the correct look.
/ Magnus
OMG, this is pretty dang amazing, and FAR exceeds my hopes for zbrush uv handling!!
Thanks SO much for this!
I did think of one minor enhancement, probably easy to impliment… the abilty to save the uvs file out. You can do it easily with the free uvmapper application, but having it in zbrush would be useful, and remove a step for people working with alternative UVs.
I just can’t belive how easy you’ve made this!
Hmmm… I’m running into the same install issue as others, windows 7 64 bit.
My zb is installed in d:Zbrush3_5_R3
I drop the uvmaster_1.0.zsc into the Zbrush3_5_R3/Zstartup/Zplugs folder, and then copy the checkers and the uvmasterdata_1.0 folders into thezstartup/ zplugs folder as well.
And it doesn’t show up in the palette.
I tried copying the dll from the data folder as well into the zplug folder, and that did not change anything.
I then removed it completely, and redid it again, to see if that corrected things, but no love here.
I’ll try again before opening a support ticket.
EDIT: I FOUND it… in the top plugin folder, near decimation master! So it IS installing, but I think, because the very first step in the video is moving the palette over the the right, many of us are missing that.
Now I have to look up the command for saving the configuration again… LOL!
Thank you Pixologic for this incredible magical unfold. Appreciate that !
Emmanuel.
Ok, I haven’t rearranged the interface at all in ages. I turned ON custom ui, but I’ll be damned if I can remember how to drag the new UV add on over into the right palette.
Help a brutha out?
OMFG THIS IS AMAZING! I ****ing hate doing UVs! It’s a total pain! THANK YOU SO MUCH FOR THIS! No more headaches over UVs. I love you guys so much!
Pure magic !
Thanks for your help nstine, the problem is exclusive to exporting with GoZ in to Maya. The UVs are grouped properly into shells when I export an Obj from ZB to the hard drive.
Even when I merge UVs in Maya imp/exp back to Maya it persists.
Ah, well unfortunately since I’m on a PC I can’t help too much with GoZ problems. I did some searching and there are a couple posts about GoZ not welding UVs in the GoZ Support thread. It seems that for some reason GoZ is not making use of all of the options under Tool -> Export tab. After doing some reading, the scale and offset options from the export tab seem to work but for some reason not MRG.
If I were you i’d make a post in the GoZ Support thread and try to get a hold of Aurick or Support.
Here is the link to the GoZ support thread: http://www.zbrushcentral.com/showthread.php?t=72585&page=1&pp=15
Aside from that, if you don’t want to keep re-welding the UV’s it looks like you may have to export it out the old fashioned way.