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Maya to Zbrush Uv Problem

Hello everyone,

I am doing my first skin tecturing using Zbrush. I am not a regular guy in Zbrush but this time using it in my Workflow.

I am texturing a face. First I layout uvs in Maya and take the model into Zbrush in then when i am done with my color texture paint using spotlight i go into uvs select 4096 and then in the Texture map section i clicked on New from polypaint i am getting something weird as you can see in the image the color texture iin zbrush is disorted and i donn know what happen to uv’s

Help needed.

Thanks in advance
dushyant

Attachments

Maya-to-Zbrush.jpg

the first thing is to check the uv´s of the mesh inside zbrush; go to texture > new from uv check; thenyou will see if the UV´s look like in maya (keep in mind that zbrush flips textures/UVs in V-direction, which maya doesn´t)

if the aren´t the same UV´s you created in maya, you have to reimport the maya-mesh with the uv´s to the lowest subdivision level to replace the broken UVs, then create the texture

hope this helps

It looks like the UVs might be touching the right border of the 0:1 UV space. Try scaling them down a bit and see if it makes a difference.

Hi

I did as you said. First the click on new from uv check and get as you can see in above image and then when i go to Zplugin>Uvmaster>Work on clone>Flatten
it show right uvs. I didn’t do uvmaster painting for unwrapping uv’s in maya but just use work on clone and flatten but still the texture is disorted…:frowning:

I have atached the file obj which i was opening into Zbrush.

Thanks
-dushyant

It’s definitely this, but a bit more severe. You have UV islands waaaaaay beyond the 0:1 UV space (some as far out as U: 15, V: 6.4). With zbrush, you want to keep everything in the 0:1 square. So either move those islands back into the 0:1 space manually, split them into their own subtools so that your baking in zbrush ignores them, or use UV Master along with it’s ‘Use existing UV seams’ option to repack things for you.