ZBrushCentral

Polypaint to Texture map

Hi. I am new to zbrush and must say it is a very powerful tool, if only I could match it’s power… Anyway I am having a big problem with getting a model (created outside of zbrush) that I poly painted and added a bit of sculpting to in zbrush to export witht the poly painting for use in MAX. I’m working with a dragon. Eveytime I create the texture map it comes out as a whole bunch of lines… I also don’t understand texturing in max so. :cry:

If I could get some help that would be great. I can screen rec if that will help…

you probably need to flip your map vertically so it will display correctly inside of MAX.

If that doesn’t fix the problem then images will surely help. Make sure you read the sticky about how to upload images to ZBC, or just have links to imageshack, etc.

If you could please watch this. Sorry its not a picture, but I couldn’t think of anything else that would help more. I have sort of a different problem, but it’s still the same in a way. I really just need this texture map and to apply it to this mesh. If you have any ideas; I’ll take 'em.

[youtubehd]grP7-lxC47E&hd=1[/youtubehd]

that appears properly for an AUV tile within Zbrush.
Have you tried PUV tiles?
After you apply UVs try the morph UV button, that will show where all of your polygons fit on the UVs.

If this is displaying correctly inside of Zbrush after you generate your UVs then it will generate inside of Max correctly as well, assuming you flip the map vertically

tool.texture map.clone
texture. -select texture-
texture.flipV
texture.export

apply that map in Max and you should be all good to go. If not, let me/us know and we can see what we can see.

Maybe I have this wrong. I want that model in the video to appear just how it is in MAX. Is that possible? When I apply that polypaint map it is just black color (even though I also have green around the eyes on that subtool) I want the texture of it and everything. Somehow its not working or I’m not doing it right… about to rip my eyes out.

Upload the model and I can make a step by step for you tomorrow evening if you would like.

Ok. I am still adding some stuff and you’ll see the head and the neck has this big seam going across. I have no idea how to get rid of that. When I try to smooth it just gets worse. But the steps shouldn’t change. I am most likely doing something wrong, but hopefully this helps to figure it out. I want to thank you soooo much for taking the time to help me out, and especially work with the project. It isn’t high quality, but I’m trying to learn.

I got to ask; is there a specific tutorial or tutorial series you would recommend to beginners? I am watching the tuts on Pixologic;just seems a good place to start.

OK. The model would not upload via zbrushcentral’s upload system so I put on filesonic…It’s 188mb? It used to be 377, but I took out the project and just put the tool. Sorry about this…

http://www.filesonic.com/file/1492133081/New_WinRAR_ZIP_archive.zip

The problem is coming from your UV map (which is overlapping). Another problem comes from the mesh being all Triangles. This doesn’t allow for optimal PUV tiles to work correctly.

To fix your mesh you either need to unwrap it properly or retopo the mesh so it doesn’t consist of all triangles.

note:
The change in file size is due to the zipping of the file.

So unwrap I think you would be the easiest? I heard the best tool for that job is Unwrap 3D? What’s your thoughts and any suggestions? Do I unwrap each subtool, or do I export this merged into one obj?