ZBrushCentral

UV problems btwn Maya & ZB

Hi all. OK, I’ve been at ZB for a month or so now. After a few tries I’ve managed to create a dispacement map, and am now moving on to the bump map (using bump viewer material). I’m not quite certain how to describe what’s been happening with the UVs. I’ve experienced a LOT of crashes, which we’ve narrowed down to being an overlapping UV issue. Quite often we’ve had to pull the obj. back into Maya, check uvs, & import back into ZB. I’m not sure if that’s got anything to do with the horrid vision I get when I click ‘UV Check’.

[![overlapping uv.jpg|640x480](upload://7l957bR5dTPxqHDivajnMa79f7L.jpeg)]![uv groups.jpg|640x480](upload://5sJFVSpsprUXYwoTzcOY4vvJDmY.jpeg) Has this ever happened to anyone else before??

I’m itching to get onto the bump map…heeeeelp please!

thanks guys

:wink:

Attachments

UV2.jpg

UV1.jpg

after polygroups on.jpg

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i 'll put myself out there and say the problem is probably .yeah .the uv groups .as far as i can tell the only real support beyond 0 1 is with the multi_displace .and zmapper ( making visible only the uv group you want to generate the normal map for ) .the uv check i think interprets all the groups you have as being stacked upon one another from 0 1 .that 's a bunch of overlapping from it 's point of view

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i seem to recall reading somewhere that to work outside of 0 1 with projection master you have to :

make visible only one uv group at a time .paint your whatevers .and export the map for that group

rinse .repeat

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obvious problem would be then a .you can 't paint across your seams .so .if that 's what you 're trying to achieve it 's likely crashing trying to figure out where to put that pixel

don 't quote me on that though .i 'd accept being totally wrong here .i 'm far from an authority .what i do know for sure is that i 'll steer the f__k clear from PM for anything but displacement with alphas .to my taste it is far too clumsy an affair

Cool thanks tacit. That’s kinda what I was thinking. I’m painting on scales & stuff though so i really need PM.

What I’ve done now that the displacement maps are generated, is apply GUV tiles & paint from there. I’m still not getting great results though ( & my model’s on 3.5 million polys…doubt it’s a resolution issue!).

Unless you have any other suggestions?

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sorry man .wish i could help .but i don 't have any decent solutions coming to me off the top of my head .if you 're determined to use PM you might well just be stuck .although :

if you 're prepared to go with guv tiles and whatever texture res limitations there may be there .is there a need to deal with the multi_displace ? what is your intended final output ?

you 'd want to maintain the detail relationship between the displacement and texture as best you can .or else what 's the point right ? so .unless your effort is intended for film or print work .maybe you can get away with everything in 0 1 .at as massive a res as you can get out of it

The output is for film, and there’ll be close-ups of the hands & eyes, so detail is pretty imperative.

buuuut, i’ve managed to create the displace map, so I’m going to see what the bump map results are like without bump viewer material. hopefully my resolution will be high enough.

thanks for the help though!