Does anyone know the reason why these lines appear in zbrush on my edited uv map? Edited in maya before I imported the mesh in zbrush, after 2 weeks of detailing and sculpting, I can no longer edit a part on left hip and the entire lower left leg Onry, the rest is fine with no problems. I’ve been in a stalemate in progress since this happened on thursday, any hints to help me solve this is greatly appreciated , TY.
heres a wireframe version,
i resymed the side without the problem to try to fix the side with the problem.
and i fixed the unable to edit problem, but my map still has that line and im not comfortable with that. any clues are greatly appreciated!
You have stray UV points that are causing overlapping of UV’s; meaning you need to go into Maya’s UV editor, grab the UV points that are out of whack and reposition them into their proper place. Sometimes when you double up on the UVs (like putting two legs on top of each other, or two arms) it makes it tough to see just where the UV belongs. But once you get it back in place you should be fine. Hope that helps out!
thanks seth! i have a few questions, is my editing poorly done? can i keep my zbrush work and remap my uv’s in maya’s editor to a better designed uv edit? would it make a difference? what would be the procedure to apply the new uv map edits to the existing sculpted/textured model in zbrush? export division 1 > edit in maya > import into zbrush > (then how would it apply to all divisions?) im fairly new to 1 mesh models and not entirely sure on the procedure. thank you.
i was able to easily fix those uv’s in maya, but now after i returned the model back to zbrush i lost everything over division 1. can someone explain the procedure for reediting uv from zbrush to app then back? i would really like to continue working but im stuck here.
Yes I too edit my UV’s in Maya and I would recommend it, especially if that is where you plan on doing your rendering, or if you are planning on using them in a game engine. Your setup is pretty much the classic “unwrapping style” of a UV layout which I use for medium to high poly models, and it looks pretty good. It is really something you learn how to do well over time, but I would say you are off to a great start.
As far as workflow goes you can layout out the UV’s in Maya and reimport them back into Zbrush by simply exporting out at the detail level you want to layout the UV’s, lay them out in Maya, save, and in Zbrush while still in edit mode on the same level of detail, hit import, and reimport the UV edited model. This will replace that level of the model with your new UV’s and still retain any higher detail level edits you might have made as well. Just remember not to move any vertices or rotate the character in Maya, simply adjust UV’s only.
This topic may help too… it is for 3DStudio but the basics can be applied to Maya as well.
http://www.zbrushcentral.com/zbc/showthread.php?p=276816#post276816
Also check out the ZBrush to Maya Workflow posted here:
http://www.zbrushcentral.com/zbc/showthread.php?t=35390
Hope that helps!
Seth
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wow, i am greatly appreciative of your responses! it worked and helped, thanks alot for replying to my dilema, thank you!
Sure thing! Anytime.