ZBrushCentral

Polypainting problem (mesh on texture)

Why texture painted in zbrush(polypainting) contain something like that:

I mean brighter grid dependent on mesh density. Could anybody explain me why this problem appear and if possible how to solve it, please?

Hi!

Same question here.
Anyone can help us?

On the second one, I’d check your UV’s. (UV check command.)

-K

Kerwin i think it’s zbrush automatic mapping on second one. Bright grid appear when you fill object with colour on lower lv and then step on higher lv. You can try this. The question is why it’s happen?

How many polys does the model have at level 1? What is the size of the texture that was applied to the model (if any) at the time that the UV mapping was specified?

Aurick- no textures were applied during specifying uv’s because model was already mapped (in 3ds max).
1 lv has 886 polys filled with color and that’s how it look:

And this is an image with the same model at 1-st lv painted with standart brush (rgb mode only). Then I step up a few levels, as You can see there is a bright grid on model:

And this is an example with zbrush Sphere3d(Polymesh3d) divided and then painted on lover level and after painting I back to highest lv to see that ugly “grid”. I think You could achieve same results with any model:

I don’t think that’s actually a grid in the polypaint. Your particular material is simply very sensitive to hard edges. Take a look at the Demo Head model with the Red Wax MatCap. At the default subdivision level you’ll see the same effect. As you divide the model, the effect continues with smaller and smaller squares.

This will NOT affect the results when you use Col>Txr. It’s simply a trick of the lighting with the material involved on a 3D surface. Or change to a different material, such as the Basic material.

If it is affecting your actual texture, something to check is to see if your Max export settings aren’t causing the UV’s to become unwelded.

Aurick- material doesnt matter, in fact it’s matcap white01 on last image.
This is a link to video that I’ve recorded for You to show that model is mapped properly and what exactly happen during polypainting:
Video

If for some reason You can’t download from RS I will upload it to another file hosting site.

Aurick, thx for your comment…

But, I agree with Tomala, thats not a problem with material, there no posibility to bake material cavity or shading with simply col->tex option.

It’s not a problem with uv too, its testet with automapping in z3 and with external mapping, with uv check and without.

I just test it on simple basic material (not a matcap) and it happens.
I have a tool with 5 subdiv, do polypaint on 3lvl of subdiv, then go to 4 or 5 and the problematic grid is visible.

It’s look like that is not allowed to do polypainting on other than higher subdivision level, if you don’t want to get this grid.

:confused:

Which version of ZBrush are you using? The version number is in the title bar. Is it 3.0, 3.1 or 3.12?

I’m using version 3.1