ZBrushCentral

Texture cracking in Maya (UVTile)

Okay so I have a slight problem…

I’m getting cracks in my texture when I render in Maya. However I’m guessing the UV’s are only ever-so-slightly off as they don’t show in the actual viewport.

I’m using AUVTiles, and I’ve tried it with UVTiles and GUVTiles.

I believe it could be one of the following problems:

There are more faces where the eyes are, so the texture being misaligned shows up alot more.

The gradient of the eyes isn’t liking UV tiles.


I think it may have to do with: not only having to flip the texture vertically for Maya, but then having to move the texture upwards… what have I done wrong?

Excuse my rubbishness! :o

EDIT: I decided just to use a spherical map from Maya instead and changed what I needed. Thanks anyways :slight_smile:

There are a couple things you can do to compensate for differences in how programs register the 0,0 point (which then affects the whole map). One thing is to adjust the position of the texture slightly. Most apps have a way to do this, and ZBrush has settings in the Tool>Texture menu for it. Another thing you can try is using Tool>Texture>Fix Seams. This overpaints the edges of the texture, making it less susceptible to problems with positioning.

Thank you again for taking the time to reply Aurick.

After searching through older posts I came across people who ran into the same issue and I tried your response but it didn’t seem to work. (Including re-doing the texture from scratch and playing with the ratio that you had mentioned) I was using Zapplink, but I also tried Projection Master.

As my model was basic and it only really contained texturing on the front, a simple spherical map that focused purely on the front of the face did the job fine.

If I come across the same error in future Zbrushing I’ll definately try what you suggested again.

Thanks for taking the time as per usual! :+1: