ZBrushCentral

Stability issues UV Master and GoZ

Hi There,
I have just purchased zBrush 4 having used 3.2 on Mac at university. I have an iMac OSX Snow Leopard 10.6.4 3GB ram Dual core 2.6GHZ and I am having some stability issues.

Every time I click “unwrap” in UV master zBrush crashes out?? It doesnt close down just freeze, any ideas? I have re downloaded the plugin and I still get the same problem. I have also tried “GoZ’ing” a model that I had previously mapped and exported with no issues in 3.2 but whenever I GoZ to C4D it doesn’t bring the texture with it?! Just a black high specular texture??? Any thoughts,

Thanks,
Phil
Here is the stage that UV master freezes at:

1.-Have you different subtools?
2.-I notice you have 25 polygroups for one model? is right?
3.-Can you work in the model, let say putting some of then in diferent subtool
so you dont knockout innecesarely your computer when tryng to uv map
4.-For the texture just clone your texture and be sure you can see in the texture window that is tru for disp map too
5.-Im not Mac user but for me GoZ work like a charm with C4D
6.-I made a test for the image below both uv map and Goz C4D and work fine
uv sleep.jpg

Not sure about the crashing problem with UVMaster…
But for the texture problem,check this thread on CGtalk… the scripts for Mac supplied with ZB4 are incorrect…in fact i’ve linked to this fix so many times that there should really be a sticky with permanent link to these fixes:D

cheers,
mala

Thanks Mala,
Well I have worked around it by cloning out the UV and just manually finding the saved map from within C4D, its a pain but got me over the hurdle, i’ll check the link out.

Thanks,
Phil

For C4D, I invite you to read this thread: http://www.zbrushcentral.com/showthread.php?t=93841For UV master, your model have a large amount of polygons and from the status bar, you have a lot of handles / holes.
Even if UV Master can manage large files (in terms of polygons), it can takes time on very specific holes.
Please, refer to the UV master manual for more information about this.
I advise you to split your model in several polygroups and use the Polygroup option of UV Master to create an UV shell per polygroup.

Mala: it’s already sticky :slight_smile: