ZBrushCentral

Zbrush 4R6 Exporting map from polypaint problem.

Hello Everyone !
I have a problem with exporting my polipainted map from zbrush to 3ds max.
My mesh has 6 subs(+detailed).

And that’s what a did :

1)back the mesh to level 1.
2)Uv map / PUVTitles (2048 * 2048 )
3)back the mesh to level 6.
4)texture Map / new from polypaint.

pls someone help me cuz i have tried everything but nothing works…
P.S: i’m uploading the ZTL file so if someone need it to figure out my problem i will post it.

here we go : http://www.mediafire.com/download/j2acxy7dfbbst7u/Female_Base_Mesh12.rar

Thanks in adv
And thats what the map looks like :confused:

Attachments

PROBLEM.png

It looks correct to me.
That’s what PUV tile mapping looks like.

If you want a texture map that you can edit in photoshop or something, you don’t want to use PUV tiles.

Instead, delete the current UV Map, and use UV master to unwrap the model… this will create a planar uv map for you.
You’ll want to play with the UVmaster settings to get the seams where you want them.

Then you can create texture from polypaint.

i’m new at zbrush so pls can u go with me step by step so i can understand u ?
edit:
oki it"s works thanks u very much :slight_smile:

btw, when i export this map and put it in the the high poly mesh in 3ds max
3ds max will say that my map miss the coordinates cuz i put a low poly map in a high poly mesh…what can i do to avoid that pls ?

Attachments

test.png

That last one will work if all you need is a quick UV and are not worried where the seams are. For more control you should paint the seams on a clone of your model until you get a result you like, then copy the unwrap and paste it back onto your original model/SubTool. Other things you can do for accurate where you want seams is to polygroup the SubTool and in UV Master tick the UV by polygroups option.

1.jpg
2.jpg
3.jpg
4.jpg
5.jpg

Thanks u very much !
and i have already tried doing that and thats what i got…
i have tried doing your methode (reconstructed the mesh a few times) but my zbrush keeps crashing (ram problem) ( i have 16 gb )…
and there is a hole in the mouth ( in your map ) but as u can see there is no hole in my map… and how can i turn it ?

Your original file had 22 million points - 187MB .ztl file. :eek:
I think that is WAY too much.

I went down to SDiv level 1 (20K points) and deleted higher subdiv.

Then I reconstructed a few times and deleted higher again.
This gave me a starting mesh of 1,226 points (first picture in my post).

After UVMaster, and dividing back up to level 6, my final subtool lvl 6 was only 1.2 million points. My 4th picture. (32MB .ztl file)

The reason mine has a hole is because I split your mouthbag into a separate subtool for this quick demo.
If I was doing this project, I would have re merged and used a different group for the mouthbag uvs - click the polygroups button in uvmaster before unwrapping.

I’m not sure why yours came out rotated…

When you are using UVMaster, and you click the Flatten button, you can use the transpose tools to position scale or rotate the UV islands.
I did not have to do this - mine was straight.

Thank you so much !
it’s works really good :slight_smile:
Now i need the displacement / normal maps but there is another problem with multi map exporter (ram)

My pc specs :
Hp i7 workstation 15
C.G : 2 gb
Ram : 16 gb up to 32 ( i have only 16 for now )

Any ideas ?

Thanks in adv :slight_smile:

You need to watch this video:

https://www.youtube.com/watch?v=X8yKb5MBKqc

Thanks dude, but still getting the same problem (ram)…i have a mesh with (19 mil / subv 8)…maybe a good way to decrease the poly count without losing details ?
Thanks in Adv :slight_smile: !

I’m not sure where or why you’re having trouble.
I don’t use 3DS Max, so I have no idea what you are trying to do with this project.

Watch that video again… he only has 8GB RAM!
His model is 11Mil points, and he’s creating and exporting his maps with no problems at all.

With 16GB RAM, you should have no problem creating and exporting 4K (or even 8K) maps.

For higher detail on lower poly geo, you might look into creating displacement maps.

Here is a 1.9 million point model with 4K maps:

face.jpg

when i turn adapitive on and press creat displacement map my zbrush crash but without adaptive on i can create the displa /normal map…So
is it an important thing to turn adaptive on ?