I’m new to animation and I started my first model in maya and exported to zbrush. I painted it and after polypaint texture mapping the paint around the lips and eyebrow gets distorted. I’ve attached the snapshot. Can anyone help me with this?
Most likely, your map is using the default size of 1024 and that’s not enough resolution for your detail. If you go to the Tool >> UV Map sub-palette you can set your desired texture size. You should choose a size with approximately the same number of pixels as your surface has points.
A 1024 map is appropriate for a model of about 1 million polys. A 2048 map is good for about 3-4 million polys. 4096 is ideal for models of about 10-16 million polys.
If your map has significantly fewer pixels than your model has polys, ZBrush has to discard a lot of data to transfer what you’ve painted to the map. This usually results in jagged edges.
ZB4R6 P2 is the latest release, you should update.
IMO this is the result of having to paint on polygons rather than a texture.
the geometry has to be perfect in order to get clean lines, if it’s off a little, you get that spread out result.
when you sub divide high enough or are working with a high poly count, then the little variances in the geometry get obscured and the paint looks clean and where it should be. that’s all fine for renders. but when you need to work with low poly for whatever reason, getting a clean texture from paint is a hit or miss proposition.
using a larger texture size can help but it’s not going to actually solve the issue.
polypaint needs a lot of work. my bet is you’re going to have to settle for less than ideal.
In this case the polypaint is good, it is the texture map that is not. It is as aurick says, a result of the texture map not being large enough. In this case a 1024x1024 map won’t be large enough because the UVs don’t occupy more than two thirds of the map, so there are only approximately six hundred thousand pixels available for over a million polygons of polypaint. A 2048x2048 should do a good job of capturing the polypaint.
i’m doubling down:) i bet even with a 2048 texture the texture will still be a bit off.
If it is it will be because of poor UVs (e.g. the area for the lips will be very small).
If it is it will be because of poor UVs (e.g. the area for the lips will be very small).
you’re probably right.
i don’t know enough about UVs vs geometry but i have a few models with UVs i’m stuck with and in zbrush i just can’t get a straight line in some areas.
as a test i unwrapped it with UVmaster and still i couldn’t get clean lines. so that made me think it’s the geometry and how if it’s flawed, the poly paint will pick up those flaws when transferred to a texture. where in programs that paint on textures the underlying geometry doesn’t matter, it’s more forgiving for less than ideal geo.
mind you i’m talking about subdividing up a low poly model, making the texture, then applying it to the lowest sub level version.
at any rate, that was my reasoning.
Simply put, if the polypaint looks good and the texture doesn’t, then polypaint isn’t the problem.
Bad geometry will give you a problem when polypainting.
Bad UVs will give you a problem when trying to do anything with texture maps.
Thank you everyone
Aurick I did as you told and the lines got little better. I also tried 8192 in UV map it was much better. Is it okay to map using 8192 for 1 million?
Also I looked at my UVs and the UVs around lips where i had a curve are small that’s where the paint is distorted. I found that the smaller it was the more the paint was off. May be I’ll try again by fixing it.
Attachments
Is it okay to map using 8192 for 1 million?
You can, but that is an awfully large texture size. It would essentially mean the texture/UVs are not as efficiently done as they could be to the point where there is some extreme waste going on (it is the equivalent of 64 1024x1024 textures)