ZBrushCentral

problem with AUVs

I have very strange problem with UVs in Z-Brush, to be exact i have problem with AUVs, i polypainted the stuff i want and it looks good until the moment i grab it to texture, then all hell breaks loose, see the image, and you will know what i mean.
Image is screengrab from maya.
Any way to repair this?

dont use auv uvs, and if you have to, do that at the lowest sub level you can, and flip the texture before export ;]

well that part of the model was made in Z-Brush, and i thought the AUV will be the best solution so the auvs are applied at the lowest res, and i did flip texture before exporting it, texture is well placed but that small tile lines are the problem, how to solve that?

It’s possible that there’s an offset problem. Sometimes it’s not enough to just flip the texture vertically. Sometimes it’s also necessary to move it slightly in the U and or V direction.

Another tip is to make sure you’re not using any texture filtering such as texture antialiasing or MIP-mapping.

Finally, make sure to apply the AUVTiles (or GUVTiles) correctly. ZBrush 3.1 looks at the size of the current texture when it calculates the mapping. If no texture is applied, it calculates based on a 1024 map size. Ideally, the applied map size should be a power of 2 and should have about 10-20% more pixels than the model has points. If your model is about 1 million polys, use a 1024 map. If it’s about 3-4 million, use a 2048 map. If it’s about 10 million, use a 4096 map. For sizes in between, try both and see which gives the best results.

ok, thanks i’ll try that, and see if it works, oh yes i didnt use any filtering, thats just a screengrab, not a render, problem is that it is somewhat visible in the render, so ill try everything you said and see if it works thanks again

Thank you very much ! !
That helped me a lot, texture is now perfect

Glad to hear it. :slight_smile: