ZBrushCentral

R3 still no SUV, and multi Uv map distortion.

Hello. First like to thank Pixologic team for their hard work on the every adding features to Zbrush. While these are exciting, and fresh, I have to say no amount of goodies added will make up for bugs that have been there a few versions or revisions back.

1: SUV still does not work.
2: Multi Uvs with parts hidden still projects distortion on the Map produced.
3: Flipping a map does not auto update maps already sellected, you must
4: Zproject still dont work for texture painting, without making a polymesh.
manualy sellect the map again.

Biggest for me of these are the first 2. The results are shown in picture below. Linear low res Uvs, Uv spikes across them.

If you want to download a simple test file open this link. Hide one polygroup, make a map, then show the other poly group and make a map. The top caps of this model spike out.
http://www.mediafire.com/?njrzrgizvmd#

zb 3.5.r3.jpg

As much as I am greatfull for all the effort, and additional features added, and in such a small space of time, please get the previouse and current bugs fixed before adding even more tools, and features.

Of course if adding more features is not holding back the progress of bug fixing then it dont realy matter.

Thankyou.

SUV works fine, hit the SUV button BEFORE subdividing.
And if changing the mesh halfway through make sure the button is on before importing external geo.

This wire was made with a UVcheck.

SUV.jpg

Just checked again. It is no different to Zbrush 2,3,3.r1,r2,r3.

1: Enable SUV.
2: Subdevide.
3: Do some sculpting, and sub devide as needed.
4: During the course of sculpting your need to go up and down sub d levels, so go down a few levels, then back up to the highest.
5: Generate a map, and see if it has smooth Uvs?

What caused SUVs to not work is moving down or up a Sub d level, which you have to do in order to sculpt and work on the mesh at different levels.

See if you get Smooth Uvs after moving up and down a few levels, then back to the highest. Also note that the borders in either case done smooth either.

I’ll have a look later today, but I am working on models in production right now with smoothed UVs, everything appears to be working fine.

I see what you mean though.

The borders are designed not to smooth.
SubDs in mental ray, maya, and renderman, even though the smooth internally, do not normally (by default) interpolate the boundary. Personally I would not want the boundary interpolated.

Biggest problem is they dont smooth at all if your wanting to sculpt over many sub d levels.

You must be never be going back down any sub d levels at all during your process, or not sculpting at all, but just sub deviding the mesh, then painting it, then producing maps?

No, of course I sculpt at all levels… I think what it is is that I learned this lesson a while back, my low res is always sufficiently high enough that it doesn’t become an issue. But you are right, once you go up or down a level, the smooth UV no longer stays.

However when making disp maps the smooth UV option does work, in that it writes the map into interpolated UVs… even though as you point out, they dont stay like that inside of Zbrush, and they do not stay as such when Zapplinking.

In Modo I can only choose linear on or off, for the whole mesh, so every map has to be either smoothed or not.

Because Ther SUV dont smooth like the displacment maps do, I have to also turn smoothing off for displacment maps. The long run of it, is I like to use both Photoshop and Zbrush, but working with low res wire templates un-smoothed in Photoshop is a real pain, plus it looks prety bad.

As a result if I want realy nice maps when using photos, I end up just producing a smooth Uv template in Modo, and texture entirly in Photoshop, which is a shame when I have Zbrush.

http://www.blog.mechanicalhalo.com/2008/11/06/zbrush-suv-fix-tip/

This info has been posted here before, but this work around works…

Assuming that you are done sculpting, and will do all of your painting work at the highest levels.

If you follow the steps in “solution 1”, you will see that the UVs are appropriately smoothed at the highest level of you sculpted mesh, and you can go down in res maintaining smooth UVs, but as soon as you go back up they will be linear and you will have to do it again.

I suggest you finish the sculpt, apply this method, and paint.

However, the borders will not smooth… this is a limitation of Modo… it should smooth the interior UVs and not the border. This is standard subD smoothing behavior in most 3D software. Not sure that anything can be done to fix that minus a feature addition from Luxology.

Hope this helps, in the worst case scenario, you will have to repaint the areas very closest to your borders. But all of your interior paint will be fine. You can put polys in the eyeballs and other openings of your mesh, minus the neck and other areas where it would be impossible to cut down on the number of border edges.

smoothUV.jpg

Thanks Obz. I had seen that link a while back, it seemed a long way to do somthink simple. The way im doing it now is faster, but still feel I shouldnt still having to be working around this being we are in r3 now.

Work around iv been using is to simply go to highest sub d level, store morph target, delete all lower levels, turn SUV on, sub devide to same level as before, then apply morph target, paint away and generate the map.

Id just like to see these things fixed.