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Wrong mapping with same model and same unwrap between Max and zbrush
show user profile  3joez

Same map same model, same uvw. In zbrush the map is incredibly stretched


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9/13/2014 2:07:57 PM (last edit: 9/13/2014 2:07:57 PM)
show user profile  K-tonne
flip the texture vertically probably

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9/13/2014 3:43:59 PM (last edit: 9/13/2014 3:43:59 PM)
show user profile  3joez
K-tonne the texture is already flipped. The weird thing is that if I bake the correct texture,actually in the second unwrap channel of the model, to a new uv layout, I get the distortion back again(even in 3dsmax). I really can't figure out what is causing this.

read 379 times
9/14/2014 12:16:34 PM (last edit: 9/14/2014 12:16:34 PM)
show user profile  K-tonne
if it was happening just inside zbrush i could suggest a couple of fixes- but as it's happening in max too i'm a bit stumped
i thought the texture was flipped because looking at the two images you posted the dots are in a totally different place- rather than just being stretched in place
any sort of problem with the uv's is going to distort something- zb doesn't like overlaps, uv's outside the 0,0 box, inverted islands- that kind of thing, as i'm sure you know

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read 375 times
9/14/2014 3:18:43 PM (last edit: 9/14/2014 3:18:43 PM)
show user profile  3joez
After some debugging, I've found that the problem is inside Max.
Maybe I'm doing a wrong assumption but this (perfect unwrap in channel 2)
should not lead to this (compact and straightened uv strip for space saving)

It should remove some detail maybe, but not stretch the textures. I'm just baking a separate map from channel 2, assigned to polygons with id "2" and leaving others with id "1" in unwrap channel 1.

I'm expecting the texture to be projected as is, even if uv layout changes. But for some reason I can't understand, that's not happening.

read 369 times
9/14/2014 8:45:33 PM (last edit: 9/14/2014 8:45:33 PM)
show user profile  3joez
This is absurd. With a checker map it works as intended: perfectly. I don't know what else I'm overlooking.

read 355 times
9/15/2014 1:30:56 PM (last edit: 9/15/2014 1:30:56 PM)
show user profile  K-tonne
maybe try projeting the texture onto the model in zbrush
either using spotlight or just by putting the image on a plane under the model, making the model transparent (just so you can see what you're doing) then using the zproject brush with only rgb on
should work well enough with the straighened mapping

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read 344 times
9/15/2014 5:32:11 PM (last edit: 9/15/2014 5:32:11 PM)
show user profile  3joez
K-tonne I've even tried projecting in Zbrush but with no luck. What I'm understanding, the more I try, is that I don't have enough geometry to catch the pixel distortion (the checker is too big to see that).
The solution as far as I know now, is:

1- Add geometry, to even out the quadrilateral geometry
2- Relax the uvws and occupy more space

A kind of proof to that is that after the bake, if I add edge loops, the texture regains its natural aspect.

read 340 times
9/16/2014 9:12:07 AM (last edit: 9/16/2014 9:12:07 AM)
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