ZBrushCentral

Texture Smearing Please Help

Hi all, I am trying to learn more about ZBrush, so please someone HELP!

I am trying to model a Victorian picture frame, with intricate detailing at the corners (see pics). I have modelled a base frame in Max and applied decent UV’s.
I want to do all of the detailing in Zbrush to produce a displacement map. I have already created the colour map which I also planned to use as a guide for my sculpting in ZBrush. When I subdivide my model in ZBrush all of the UV’s stretch and cause smearing, is there a way of fixing this?

Frame_screenshots_01.jpg

Attachments

Frame_screenshots_02.jpg

Can you tell me what your settings are in the Tool: Geometry su palette? Suv should not be activated.

It appears as if the borders of your uv map are shrinking inwards.

ryan

SUV.jpg

Thanks for the reply Ryan.
I dont have SUV activated.

I think there are two possibilities.

The first is that you have SMT activated. That smooths the normals as you divide it. This could cause your polygons to go haywire if they’re not all perfectly connected to each other.

The other possibility is just Zbrush’s normal weirdness with textures. Zbrush tends to -bleed- textures beyond the edges of their defined UV maps. You have to keep your individual sections relatively far apart (at least a few pixels) in order for Zbrush to read them properly. Remember, when you subdivide, the UV’s themselves bend.

In other news: I like the texture. It’s very well done.

Thanks Context,

It was SMT, works fine now.

[Edit] $%^@#! I hate that new member post delay;) . Just for the sake of prosperity, the following post was made before his last post appeared. So, in this particular case, I’m not a complete idiot.

ZB hates discontinuous UVs. A majority of “mysterious” texture issues in Z can be traced to discontinuous/unwelded UV issues. Not saying this is your issue, just a FYI.

I notice from your MaX UV Screenshot, this is right along a UV border…have you experimented with the “Fix Texture seam” button and the adjacent UV adjustment options in the bottom of the “Texture” section of the tool menu?

I agree with Context…for hard edged inorganic meshes you generally wont want to have SMT activated. Well, except maybe at the last level of SubD to keep the edges from looking impossibly crisp.

New member posting delay sucks. :wink:

Bingo_Jackson
I didnt know about the new user delay. I thought I was doing something wrong.

Anyway, thanks for the advice all the same, any ideas how you would go about using the texture as a base to model from?

Thanks

Fleety