ZBrushCentral

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

I must say that the concept of UV master is groundbreaking and effective.

I seemed to have come across some bugs as I was trying to use it.

So far here are a list of issues I have found.

#1 - Sometimes after painting attract / protect areas the unwrap is the same as before painting them. When this happens I noticed that if I click the attract or protect button again my previous paint dissapears. After painting them again they are taken into account.

#2 - If at any time you change brushes you must switch back to standard or the painting will not work

#3 - Stuck in flattened mode. This is a new one I came across, I will have to see how to reproduce it. I am stuck in flattened mode and cannot go back to the base mesh.
[](javascript:zb_insimg(‘185349’,‘Stuck.jpg’,1,0))

As you can see in the image above, the button to unflatten is grayed out and you can also see the cloned mesh I was working on now looks flattened as well. I am able to copy the UVs and paste them but cannot unflatten. I even tried unwrapping and flattening again but still stays stuck.

I figured this would be the best place to post issues with the plugin.

This time around I got it to crash…

Here were my exact steps. [![01.jpg|1092x735](upload://1eix8K1KjYfa0hc32ojssEKV4II.jpeg)](http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27185357%27,%2704.jpg%27,1,0%29)

EDIT: For some reason my previous posts were deleted, but the thread gallery still has the images I posted. Where did my posts go?

Already some solutions! Man I should get paid for some quality assurance testing :lol:

A big thing (in my case at least) is to hit flatten after you do your first unwrap. I noticed that by doing this the model turns white and the material changes as well. NOW after clicking flatten then unflatten everything works properly. I can now paint the attract and protect areas successfully. On top of that, incase anyone didn't know. You can use the move, scale and rotate transpose tools on your flattened UVs. You can also use the move brush and push pull certain areas. I recommend using the density painting tools to make most adjustments, but its great to fine tune your UV's in zbrush.

Yet again I have figured out what causes the issue. So with the previous issue I had about not being able to un-flatten my flattened UVs… See below (This is part of my previous post that was removed)

#3 - Stuck in flattened mode. This is a new one I came across, I will have to see how to reproduce it. I am stuck in flattened mode and cannot go back to the base mesh. [](http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%27185349%27,%27Stuck.jpg%27,1,0%29)

As you can see in the image above, the button to unflatten is grayed out and you can also see the cloned mesh I was working on now looks flattened as well. I am able to copy the UVs and paste them but cannot unflatten. I even tried unwrapping and flattening again but still stays stuck.

The Cause / Work Around = This is caused by pressing Ctrl+Z (undo) in flatten mode.

As long as you do not press CTRL+Z (undo) you can avoid the issue.

Also if you found you accidentally did undo, just keep undoing untill your mesh appears correctly (before it was flattened) and then continue working.

I don’t know if its coincidence or politics but… I found that the posts mentioning the bugs within UV master and one of my images about a bug got deleted.

I will try re-creating the same issue again and post my findings, i hope they don’t get deleted because they aren’t posts like;

Oh wow this is so cool!

Amazing plugin!

Super fantastic!!!

OMFG your so coolz pixologic!

Hellz Yeah!!!

Uber awsome!!!

The post has been posted here: http://www.zbrushcentral.com/showthread.php?t=83635 It’s just a duplication of posts… We have a dedicated forum for troubleshots and problems.

Quick question.

I’ve created my UVs with UV master before I’ve done any painting on my model. If I now want to polypaint, do I delete my UVs and , if so, how do I get them back if I’ve never left Zbrush and have another version with the UVs intact?

You can polypaint before or after you have UV, it makes no difference. You can change your UVs later, again without affecting your polypainting.

Richard

Actually Totyo even on that link the image has been removed. The reason there is a duplicate is the original post vanished, and I felt it was something people should be aware of.

I guess No Bugs Allowed in this thread, they go under the carpet (aka Questions & Troubleshooting)

I guess the only thing that is supposed to go in this thread are comments like:

Oh so great!

Awesome!!!

So coOoOooOOOOl!

You rawk!

I saw your original message before it have been moved by the administrator and I see the same images…
And to answer about your bug you describe, can you do a Check mesh integrity?

As for the mesh integrity test, it says it was completed successfully.

I have found a few issues, here they are and any work arounds or fixes I found.

#1 - Painting attract / protect areas not taking effect
- The unwrap is the same as before painting them.

FIX: Click Unwrap, flatten, then unflatten before painting your attract / protect areas.

#2 - Stuck in flattened mode
- Stuck in flattened mode and cannot go back to the base mesh. Unflatten is grayed out.

FIX: This is caused by using CTRL+Z (undo) while in flatten mode, and when using the transpose tools such as move, scale, rotate. I have tried using the button and the hotkey with the same results. Avoid using undo when in flatten mode after using the move, scale, rotate. You can also undo until the mesh fixes itself (before you flattened) and continue working.

Lastly just something to note, not a bug just good to know.

NOTE: You MUST use the Standard brush to paint attract / protect areas or density.

Thanks.

So are you saying I can now polypaint on a tool that I’ve already created UVs for, in UV Master, and NOT have to delete my UVs prior to painting?

You should see polypainting and your uv texture as two different things as polypaint does not rely on UVs but you can convert your polypaint to a uv texture or convert your uv texture to polypaint.

Richard

Think of Polypainting as a zbrush feature, not related to UVs, just your mesh. Its like assigning each vert a color value. Later you can extract that information into a texture map (after you have your UV’s)

So you can polypaint at any time and that will be “baked” into your mesh. Textures and UVs will not affect it.

Has anyone encountered the issues I posted earlier? It was a frequent issue for me, curious who else has used it and their results.

For one of my many sub-tools, UV master was not able to handle it for whatever reason and hangs. I have to hit escape or it will never finish calculating. I left it for 30 min and it still kept trying to unwrap.

FIX: Manually set up a few polygroups where suitable, and then enable polygroups feature in UV Master before unwrapping.

This worked perfectly and I am able to continue unwrapping the rest of the sub-tools.

I found it odd that this particular one didn’t work even though it was a mirrored copy of an identical sub-tool that had no problems with one polygroup / UV island

Thanks. I was having trouble letting go of the old workflow of having to import UVs from an external .obj back into your model.

I can’t believe how simple this thing is now. :eek: Astounding.

PL has taking away all my UV pain! Now, if they could just do something about rigging, I’d be a very happy animator!

Aberrant, Dude you are complaining about a troubleshooting question
being moving to the questions and troubleshooting thread. Are you an
idiot or just trying to bash on Pixologic? Either way, please shut the hell
up, because no one wants to hear you whine and cry because your a noob
and don’t know how to use the program.

Xsmoke you obviously have not used this plug-in much/at all.

First off, I am NOT complaining about my thread being moved… Please go back and re-read since you obviously do not understand.

What happened was I posed the bugs I came across here. That got removed from this thread. So THEN b it was removed, I made a thread containing the same exact information.

I am sure many people could benefit from knowing the work-arounds to these problems.

It’s too bad that my effort to help others avoid this issue upsets you. And I really do not appreciate your ignorant comments.

P.S. I took a look at what little work you posted and… you really aren’t in any position to call some one a noob :stuck_out_tongue:

Well after reading my own post, i apologize for posting the comment
since it’s not my place to do so…