ZBrushCentral

ZAppLink texture problem (PS to Zbrush)

Hi all,

this is the reasult i get. I paint in photoshop on the layers/merge them and save the paint.
I reenter Zbrush and as it asks If I want to accept the changes I agree. In the time the PC refreshes the mesh everything is OK, but a second later I get a texture distortion.

The lower pictures are an example.
The first one is from Photoshop and the second one is the result after in Zbrush.

If you could help I’d really appreciated.

the PHOTOSHOP paint
http://www.uploadhouse.com/viewfile.php?id=4475507

the ZBRUSH result
http://www.uploadhouse.com/viewfile.php?id=4475519

Oh, yeah. I unwrapped the UVs in Maya prior to import it in Zbrush to sculpt.

thanks and cheers…

My guess is there is something wrong with your UVs. They’re either subdividing when they shouldn’t be, or not subdividing when they should be, or they are simply getting messed up when you export your OBJ from Maya.

it looks like you have fade on, and not quite enough geo to support the texture as polypainting.

bummer…
It looks like the UVs were messed up when I exported them from Maya… gonna redo them and reimport them and see…

cheers…

I need help…
I reimported another head… redid the UVs and I ge the same result. I have the feel as if the texture I make/color explodes, widens out reentering in Zbrush.
When I export the OBJ in Maya again to check the UVs… the’re fine. If I check the UVs in Zbrush they look normal (just upsidedown as usual.). Damn, I really need a hand here guys, to solve this problem.

Is there something specific I have to do in Maya?

Another question…
does perspective play any role in ZappLink? when you move to hotoshop, shoould I drop out of perspective?

should be than smarter to not model in perspective, but leave it as it is?

having perspective on changes things if you’re using fade or not. If you’re using fade then the fall off angle is what determines how the texture is appied. If you’re not using fade and you have perspective turned on then you will usually get funny results around noses and ears (if you’re doing a head)

You typically want to have perspective turned off, but there are some instances when you want it active.

Hi Guys,

Jinx, any solution, i think i just found one.

When modeling the head, the photo reference if used as an image plane or background layer has perspective, if one had to sculpt the head with perspective off to the reference image in the bkg wouldnt the proportions be completely off.

  1. What i just realized with some testing, if you model in perspective (because your reference pic in the bkg no doubt has perspective) then press P to goto your orthographic view…

  2. Then load zapplink and select perspective (no fade retains slightly better quality) do your thing, go back in , click fade off and then back on. and it should project without any problems.

cheers
Stu Shapiro