Forum Groups
  All forums
    Help & Feedback
      Questions
      Work in progress
      Finished Art
      Non-Max related
    Community
      Offtopic
      News
    Hardware
    Photography



Maxunderground news unavailable

Question about UV mapping-- Totally confused
show user profile  TheShrike
So my question is, after I have created a complex face with a great deal of polys (1 million)in Zbrush, is it still possible for me to take it back into Max and create a UV map for this, with all of those polys represented in the UV map? I guess I don't really know anything about UV mapping, and here I went and sculpted a very detailed model, and now I don't know if I have gone too far to UV map it. Can anybody help out a nub like me? Thanks in advance.
read 463 times
8/25/2009 9:53:33 PM (last edit: 8/25/2009 9:53:33 PM)
show user profile  gogodr
THink of UV map like this

UV map is the map to guides 3DsMax into placing the texture on the surface of your object.
Zbrush haves this subdivision option best way to take ZBrush objects into 3DsMax is to first bake your ZBrush model into normal maps for the texture you are going to use. then lower the poly count with that subdivision option and save that tool as an OBJ. Open the OBJ that would be your mid-low Poly Model and then apply the normal mapped texture with bump and displacement maps.

if you search on the Zbrush webpage there are some Videotutorials, the last one shows you how to do exactly what I just said.

Hello there

beautiful ;3


read 452 times
8/25/2009 10:19:38 PM (last edit: 8/25/2009 10:19:38 PM)
show user profile  K-tonne
nah, never too far in zbrush
all you have to do is export the lowest subD level and map that -but not in max unless you've got 2010- maybe even 2009 can't remember, as it changes the vert order and it'll explode back in zbrush
then after its mapped load the high polly into zbrush and import the mapped mesh in at sub division 1 and if it all goes well the uv's should update to the new version
you will however lose all textural data- or more accurately you'll not lose it but it'll move to the new uv position
if it doesn't work or explodes you'll need to map it outside max in roadkill or headus or similar
but check for overlapping uv's and that its all in 0.0 uv space before that

Website and Portfolio

read 449 times
8/25/2009 10:30:14 PM (last edit: 8/25/2009 10:30:14 PM)
show user profile  TheShrike
Hmmm, is there any way you can provide a link for that, I am not sure which one I should be looking at. I appreciate your help Gogodr


read 448 times
8/25/2009 10:31:07 PM (last edit: 8/25/2009 10:31:07 PM)
show user profile  TheShrike
Thanks for the info K-Tonne. I clearly need to find a tutorial on Headus or something because I don't even really know where to begin with mapping even the base level mesh.
read 445 times
8/25/2009 10:34:53 PM (last edit: 8/25/2009 10:34:53 PM)
show user profile  TheShrike
Ktonne, is it totally normal to have to connect and sew back together about 100 or so different parts from a face that is Auto-mapped? Here is a link to what I am talking about.

Photobucket

Some of those parts are so small, I wouldn't even know where or how to connect them. Is this excessive or am I doing it wrong?
read 437 times
8/25/2009 11:10:49 PM (last edit: 8/25/2009 11:11:33 PM)
show user profile  gogodr
http://www.pixologic.com/zclassroom/homeroom/

Getting Started> Normal maps for 3DsMax

Hello there

beautiful ;3


read 434 times
8/25/2009 11:16:19 PM (last edit: 8/25/2009 11:16:19 PM)
show user profile  markoid
Generally for unwrapping a head you would cut a seam up the back of the neck to the forehead at about the hairline, then hit cut command or whatever headus has.



read 423 times
8/26/2009 2:30:20 AM (last edit: 8/26/2009 2:30:20 AM)
show user profile  K-tonne
that uv layout is very wrong- it's inefficient, has overlapping faces, inverted faces, stretches and compressions and if the colours are anything to go by there are some uv's going down the left in a thin red line
if you can select all the edges and weld them then set your own seams then you should try to
and if there's any indication -as in differing colours- you should turn that on
i think dave uses headus so maybe he can enlighten us to some of it's finer points if he's around
i would only recommend the auto mapping feature as a starting point

Website and Portfolio

read 413 times
8/26/2009 5:32:12 AM (last edit: 8/26/2009 5:32:12 AM)
#Maxforums IRC
Open chat window


Support Maxforums.org