ZBrushCentral

Texture from Polypaint kind of inverts colors. Weird.

Here is the polypainted mesh before polypaint is converted to texture:

and here is the mesh with the texture made from the polypaint:

One thing is the seam across the middle, but what is really bothering me is how the light and dark areas are reversed, look at the bottom of the canyon walls to see what I mean. Isn’t that strange! It is a very dense mesh with Zbrush’s planar UV mapping applied at this resolution without subdivision levels. If I try other UV mapping methods zbrush runs out of memory and crashes, so I can’t change that. I was able to reproduce the exact look of the texture in the polypaint by flipping the normals:

I then thought that I might get the correct texture by creating it from this inverted mesh, following the same weird logic, but that didn’t work either. When I tried to use texture from polypaint I got this messed up texture:

Any idea how to fix this? I don’t care about the seam, just the color changes. Does anyone know exactly what is happening here? Is there a way of reversing what is being done to the texture, perhaps in photoshop?

Attachments

polypainted.JPG

texture_from_flipped_normals.JPG

flipped_normals_polypaint.JPG

texture_from_polypaint.JPG

It looks like it might be a problem with your UV map. Go to ‘Tool > Texture Map > Create’ and click ‘New From UV Check’ and see if there is any red in the resulting map. If there is any red, then your UV map is no good. If your UV map is bad, first delete the UV map in ‘Tool > UV Map’, then go to ‘Tool > Geometry’ and click ‘Reconstruct Subdiv’ to see if you can get lower SDiv levels. If you can, then reconstruct enough so you can use UV Master on the lowest SDiv level to get a decent UV Map. HTH

You’ll always get problems using UV PLanar if your mesh has thickness (i.e. a back side as well as a front side). I suggest you reduce the polygon count of your model by using Decimation Master. If you wanted you could then use ZRemesher to create good topology before sub-dividing and projecting details. You can then create the UVs at the lowest subdivision level.

You were both right guys, many thanks! I fixed the problem by first using reconstruct subdiv a few times, then I masked the entire surface and used delete unmasked, before finally creating new UVs with gUVtile. I then created a displacement map on lowest subd level and used GoZ to maya. I found displacement map to work slightly better than decimation master in this case, it makes the maya scene much lighter and there is just as much detail. Whenever I take textures from Zbrush into maya they seem to get less vibrant. I know it has a lot to do with the lighting and shading, but still… Do you guys know if there is a difference in gamma or something between Zbrush and Maya/Mental Ray?

inmaya.jpeg