ZBrushCentral

UVMapper question

Is there a way to take the uvmap created by uvmapper and bring it into Zbrush to use the painting tools to create the finished texture map from the wire frame uvmap?

if so, could someone quickly go through how?

thanks
Loqutos

Loqutos,
First, Load your model into UvMapper… next, create a new uvmap to your liking. I usually create groups by selecting areas of polygons and applying them to new groups. I take these groups and give each a UVmap setting to match in ex… cylinders for arms and legs, sphere for head, Planar for hands, feet, and torso. Once you have your map the way you want it, Export and save your Model from Uvmapper (This locks in the uv coordinates.) Save your texture map to have a template to work from. Import the model into Zbrush and start painting!
Take care,
Michael

It sounds like what you’re wanting is to have the wire frame visible as you start your texturing, is this correct? If so, then in addition to exporting the model from UV Mapper, you’ll also want to export the Template (which is the wireframe representation). Save it at pretty large dimensions so that you can work with it well. In fact, given what you’re planning to do, you’ll want to save the template at the same dimensions that you’ll want your texture to be.

UV Mapper will export the template as a BMP, so it’s automatically ready to import into the Texture palette. Use the Flip V button to flip the template vertically. Import your model into the Tool palette, and wrap the template onto it.

Texture away! Remember, though – your texturing will paint over the template very quickly, so you won’t be able to see the wireframe for long. How to get around this? You have two choices. One is to clone the template before you start texturing, then switch between your texture and the template as needed. But the easy way is simply to activate the Polyframe mode from the Preferences. It will show the wireframe for you, exactly the same as the template would. This is because the template shows the polygons as they look when unwrapped. But when you wrap the template back around the model, what do you get? The wireframe! And that’s the same thing that you would see with the Polyframe display method. :slight_smile:

Rather than wrapping the template from uvmapper onto the object…what I would rather do would be to paint the texture directly onto (or on another layer) the wireframe…it is much easier to paint the texture when flat than it is to do it on the model. With a high density model, it slows the machine down too much…even though I have a dual processor machine and a gig of ram.
I could bring this .bmp into photoshop and paint it, but I would like to be able to take advantage of the better set of artist’s tools ZBrush has.

Thanks for any information and help
Loqutos

In that case, what you need to do is import your template to the Texture palette, choose a material, and then press the Fill button in the Layers palette. This will fill the layer with the currently selected texture and material. Make sure that your document has the same dimensions as the imported texture first, though!

When you are done painting, you can export the document or use the MRGBZGrabber with Shaded RGB on and Auto Crop off to capture the canvas as a texture. You can then wrap the texture onto your model to see how it looks.

Bear in mind that the inherent problem with this method of texturing is that you have to compensate for the distortions that are caused by unwrapping the model. If you use TextureMaster, you let the computer worry about that, instead. Most artists use a combination of the two methods to get the best results.