ZBrushCentral

UV Map HiRes Geometry?

ZB_PMhelp1.gif It there an effective way to Texture Map Hi Res Geometry?
I created a head in ZB2 but managed to delete all of the lower sub levels.
if i Pixol Paint , the geometry looks ok, but i can only paint in 3d space with little detail.

i have tried to generate a GUV and AUV tile map (wich took a LONG time) but it give weird paint artifacts. Example i paint white on a tooth, but it picks up a red section.

i have tried the rebuild SubD levels, but it did not work.

The problem is that when you assign tiles mapping to a high resolution mesh you end up with a situation where a significant part of your texture space is made up of the borders between tiles. This makes it hard to get a very good texture.

Be sure to read my Precision Texturing Part 2 tutorial (found in the Tutorials forum). This will help you get the best quality texturing that you can from the current situation.

Also, you should have assigned your UV mapping while a blank 4096x4096 texture was wrapped onto the model. If you didn’t, then the texture was calculated for a size of 1024x1024 and you’ll have additional problems. If that’s the case, remap your model to improve the overall quality.

Thank you aurick.

Here are the results:

:large_orange_diamond: load tool
:large_orange_diamond: Draw tool on canvas > Edit mode
:large_orange_diamond: create 4096 texture map
:large_orange_diamond: GUV Tiles (takes about 30 min to generate)
:large_orange_diamond: Drop to PM and paint
:large_orange_diamond: Pick up:double sided:ON / Fade:ONZBrush_GUVhelp02.jpg

What if someone else provids a mesh like this to texture,(besides firing them…) just trying to understand work around for this situation.

If used for animation would you have to rebuild a low poly mesh anyway, but unless the UV mapping is correct, a displacement map from this would not work?

Let’s put it this way:

After you have created your UV mapping, press Tool:small_orange_diamond:Texture:small_orange_diamond:Uv>Txr

This will show you the UV mapping that has been assigned to your model. What you will most likely see is that a significant percentage of your UV map is the borders between tiles, with relatively little left over for the tiles themselves. Also, this mapping will have zero tolerance for error in the unwapping process. The slightest mis-registration and you’ll have seams all over the place.

The bottom line is that you’re probably not going to be able to use a tiles mapping for this model. It really is meant for the mapping to be applied while the model is at lower resolution, at which point the mapping carries across to higher subdivision levels without creating more and more UV seams.

Everything I said in my previous post was meant to try and help you out of the hole you’ve gotten yourself into by doing the mapping so late in the process without any lower subdivision levels available. But I never promised that any of it would work.

Thanks for the help, aurick your insite and tutorials are indeed helpfull.:slight_smile:

This is just a test, an experiment with different UV situations. no preassure.

Promises…? …in 3D?:wink: …i would never expect.