ZBrushCentral

uv group problem-- maya

in maya my uv sets are set up fine…

this is zbrush… i painted just on the face and it added the red to all the uv sets. they are all overlapping in zbrush… how do i fix that? and how would i do a ri-res texture with the uv’s set up like this?

thanks for the help

If I understood this correctly
Zbrush when it paint it will use the UV 0-1 coordinates, and since the UV’s are overlapping, you will get that wired texturing going on
the Multi UV thing, i think that works for the multi displacment…not sure if works for multi texturing as well

anu idea >> cut the orginal tool to Multi tool bu choosing diffrent UVlayout and saving htem as a diffrent tool
so you would have a tool for the arm , another for the head and so on
then texture these tools by themself

I think this thread will be moved later to the Q&A

ZBrush can only display one texture per model. So what you paint on one UV region will also show up on the other regions.

After importing your mesh, you can press Tool>Polygroups>Uv Groups. This will regroup the model based on its UV regions. You can then Ctrl+Shift+Click on one group to hide everything else. For example, you could do that on the head and display just the part of the model that uses the head texture. When you’re done painting, you would switch to another group to work on.

I think this is only way,separate your texture and model, part by part.
But how to draw seamless texture between head and body?? Thanks!

If both head and body use the same base texture, then the colors will match up. If you then have to carry details over from one map to the other, there is information on how this can be done – just look in the Texturing section of ZBC’s FAQ.