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When I run zmapper I get this missing bit, It is fine on the other side.
read 561 times
3/31/2009 5:21:53 AM (last edit: 3/31/2009 5:28:16 AM)
most likely a mappng anomaly
check em with tool> texture> Uv Check- any redf on the model after you've pressed this button is uv errors
this could be overlapping uv's, inverted uv's, uv's hitting the side of the 0,0 uv box
if they are uv errors you can export out the lowest subD level, map it in something that won't change the vert order (max is out), import it to the sculpt which at it's lowest subD level and it should swap the uv's for the imported one and not change the shape of the higher levels on the sculpt
might want to store a morph target of the lowest level before you import- just for safety
if it doesn't explode you've got away with it
but you'll lose any texturing you've done on the sculpt this way
recommend you search out 3dsmax8modifiedE.zmp which is a configuration of zmapper to export ready for max scenes
but then again it could just be a material/ bump thing viewport misnomer knowing zbrush- check it happens outside of zbrush too- jsut to be sure
in zmapper try to increase the raycasting max scan distance... or lower it- diddle with that though-zmapper window> projection (label at the bottom of the window)>raycasting etc
try the favor out highlight button too
read 539 times
3/31/2009 6:32:56 AM (last edit: 3/31/2009 6:32:56 AM)
Thanks K'tonne.. 'twas overlapping UVs.
read 514 times
3/31/2009 4:59:55 PM (last edit: 3/31/2009 4:59:55 PM)
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