ZBrushCentral

Projection Master and UVs

Let’s talk UVs and Projection Master “problems”…

Say I have an organic model, no UVGroups, but I have UVs, created in Maya.

I’ve noticed that when using Projection Master and the straight color, single layer brush, that the texture bleeds over to places I dont want… Yes, the brush is projecting in camera space, but I want to minimize the errors as much as possible. How do I keep the projection as tight as possible?

More often, I find myself cleaning up areas I just painted? Is the quality of Projection Master connected to good or bad UVs?

Also, if I use the blur brush, that also projects beyond the intended area and also creates a lite color shift on the other side. Is there a way to control that?

The UV question would be does ZBrush with it’s GUVTile or AUVTile function perform better than Maya’s AutoMapping, especially when using Projection Master?

Can ZBrush’s Tile functions be used as alternatives to carefully unwrapping UVs?

Usually, I’d unwrap UV’s as best as possible, but on organic models, UVs can get out of hand quickly…

thanks

As an experiment, save your model as model2.obj then use the second model and map it with guv or auv tiles and try texturing it…kind of amazing in the difference but you will need to see for yourself.

Can you post an image of the error.
And also post a screenshot of the UVs
out of Maya. That would help anyone tring to
answer your question.

Here’s a screenshot…
http://www.kisersoze.net/ZBrush_Errors.jpg

The errors I’m getting are projection Master errors. Even if I use the blurring tools, those types of errors come up.

Is there any way to reduce these types of errors??

Thanks

when you use pm…what settings…fade on/off, shadows on/off etc?

also are you using preview render? or some other?

It looks like what is happening is that while texturing from certain angles, one part of the model may be behind the part that you are texture. ZBrush applies texture straight down from where you painted, and applies it to all forward-facing surfaces. So if part of the model overlaps another part, then both will receive texture.

To prevent this, simply hide the parts of the model that you’re not texturing at the moment.

If that is not the problem, could you please show your UV mapping? That will help us figure things out. Also, have you tried GUVTiles or AUVTiles?

Another tip would be to smooth the edges
more before projecting. When Im textureing
:

Turn off quick edit mode (f key).

Goto Tool Menu :Display Properties: set DSmooth to 1. This does not not add polys but kind of softens the normals.

Then have visible only the sections your projecting paint on.

stamp_prob.jpg I have a problem also regarding PM… could you tell me is there a way to erase part of a brush before projecting in PM? i.e. if I have a brush that has a circular alpha … and want to line up a number of them in PM by using DragDot and then erasing certain parts of the edges …and then rearranging them before projecting and picking up the model again?:confused: :confused:

How can I "erase" part of the stamp after I've creaed it? It seems to let me move and scale.. but not erase. I've tried grabbing the "erase" brush ...but this seems to do something weird to the whole image and model underneath?:o

any help is awesome …thanks…

SKipstah

Hi skipstah,

you might…have better results lowering the intensity and using the falloff option in the alpha menu…that way you won’t have to erase the unwanted edges.
If you are just using texture without looking to displace turn zadd or zsub off. If you are looking to displace then try turning the falloff to somewhere between 10-15(which seems to work well for me). As always one must play with intensity settings! The undo button is my best friend if when I pick up from pm when first starting and it doesn’t quite displace the way I want. I click undo right away…then determine if my mesh needs to be smoother or if I need to up my intensities in pm.