ZBrushCentral

ZBrush Uv's too small!

Hi guys,

I know the title doesn’t make much sense or has otherwise given you the wrong impression, but I’ve got a problem. I’m trying to export a texture and .obj, bring it into a separate program, and load it in there. The problem is that the Uv’s in my mesh are different from the texture it produces! I don’t mean that it’s flipped, but that the UV faces (these are AUV tiles) are too small! They’re scaled down, but in the right position, so I get ugly seams and loss of detail in my final mesh! I tried loading the textures back onto the model in zbrush, and I still got the seams! To better illustrate it:

[help.jpg](javascript:zb_insimg(‘112217’,‘help.jpg’,1,0))

The outside box is the AUV tile in the texture, but the inner box is the actual UV coordinate. Is this a bug? Is there a Workaround? Is there a way to individually scale UV faces in blender or 3ds? Help please!

Any help is appreciated :smiley:

Before assigning AUVTiles or GUVTiles mapping, it’s important to first assign a blank texture to your model. This texture should be the size of the texture that you’re going to ultimately export from ZBrush and for best results should be a power of 2 in its dimensions (512x512, 1024x1024, 2048x2048 or 4096x4096). When you press AUVTiles or GUVTiles, ZBrush calculates the mapping based upon the currently assigned texture size. It will then be ideal for that size, but not quite right for other sizes.

That worked, thanks, Aurick!

I’ve just found this thread because I think I may be having the same problem (which is perhaps why the seams show up in Modo), however, the method above doesn’t seem to help. Unless I’m not “assigning” the texture correctly.

Could someone post the steps?

What I did:

-Create a image that’s 1024x1024, name is ZbrushStartTex.bmp.
-assign the texture to my zbrush model
-click AUV tiles (or GUV tiles)
-click col->texture
-click FlipV (under the Texture palate)
-click export
-export the texture

Thanks for the reply chwaga, but I’m having a few newbie problems here. Are you using Zbrush Version 3.12 (because texture, displacements etc. are handled differently than in version 3.1)? I have 3.12.

Please bear with me while I ask some newbie questions

-Create a image that’s 1024x1024, name is ZbrushStartTex.bmp.

I didn’t know if you meant in the texture palette of ZBrush, or in an Image editor? But I’ve tried both.

-assign the texture to my zbrush model

I’m not sure what is meant here by “assign”, but I have selected it in the Texture Map section of the tools palette if that’s what you mean.

-click AUV tiles (or GUV tiles)

Got that.

-click col->texture[QUOTE]

In the colour palette there is no option for this, or is this a button somewhere. I can’t find it.

[quote]-click FlipV (under the Texture palate)
-click export
-export the texture

Ok, got all that, but if you look at my test model here in ZBrush, you can see all the ugly seams.

This is driving me nuts.

The obvious thing to say would be RTFM, but as far as displacements for 3.12 go, there is no FM. Sorry to be pain here, but I’m kinda stuck right now.

.