ZBrushCentral

really need help with displacement and color mapping

This may be more of a Maya question rather than a zbrush question but I’ll ask it here anyway. Does anyone know of a good tutorial or what the best way is to layout uvs for a biped so that there are little to no seams and stretching? I have tried just about every possible way I can think of to get a good uv layout and no matter how I do them, when I export my displacement map and color map from zbrush and apply to my model in maya, i get seams from both maps. I have tried using several different projection types in maya and unfolding, relaxing, yada yada and making sure there is no overlapping occuring. I have also tried just using guvtiles as my layout for both maps and I still get a lot of seams. I don’t really get any stretching of the texture using guvtiles because they are all perfectly square but I get a ton of seams.

I will post images a little later to show you what I am getting. I just wanted to start this thread to see if anyone can give me some insight.

Thanks for any advice.

When you lay out out your UVs in Maya, you should be able to check for stretching. Max has something that will turn stretched areas red and compressed areas blue. I’m sure Maya has something similar. Otherwise, just put a checker map on your model. This will show you stretching and seams. Basically forget about ZBrush for now, just get a good UV layout in Maya. If you don’t get stretching there with a checker map, then any maps you bring in from ZBrush will lay down perfectly. As far as good UV layouts, just troll the internet. Search UV Layout and look at images of them until you see something you like. It’s tedious, but it isn’t rocket science. You just don’t want any seams on the face or in other areas that are highly visible.