ZBrushCentral

Strange problem with texture overriding material?

Heeelp? I stumpled across a very strange problem… :o

I made a helmet with 3 pieces. Top, front and jaw. The first two act normal, but as soon as I put the texture on the UV map of the jaw, the texture overrides the material so that shading doesn’t work? I have no idea what went wrong during the process, and as soon as I remove the texture, the material and shading works. Texture is just a TIFF like the other two and I tried using another texture, with the same result. So there must be a setting for this mesh that is off somehow? I also tried making a Polymesh of the jaw, but the result is the same. I simpy can’t put a texture upon it without disruping the material???

Any ideas what might be wrong?

Attachments

37a0fe7556b9e5452a240512ee9274c2.jpg

It’s possible that you have a material embedded in the texture map (or ZBrush is reading it as such). You can try this:

  1. Select the subtool that has the problem. It should have the texture map on it in the Tool>Texture Map sub-palette.
  2. Select the Flat Color material (from the Standard Materials).
  3. Press Tool>Texture Map>Fill>Fill Mat.
  4. Switch back to your chosen material.

The subtool should now display correctly.

Thank you, it did. However, as soon as a changed material, the jaw part stayed with the previous material (designated via the “Fill Mat”. I found a soultion though, even if this might be a bug from start. But what I had to do is, roll back to the stage before I projected the high res mesh to the low res retopologized mesh. I did the projection, to a subdived version of the low poly mesh. Polypainttexture and details were projected. Then I redid the texture map with New from Polypaint, exported it. Lowered subdicising back to 1. Deleted the higher ones, and suddenly it worked. Material and high res texture combined, o the low res mesh, inclding the jaw part. I have no idea what went wrong the first time :confused: Thanks though