ZBrushCentral

Tileable alpha question.

Hi,
So ive been trying to create a tileable alpha on an cylinder. Sounds easy enough? ?

I know there are many ways to do this I.E. Noise maker, UV with a mask… So i applied UV’s, Flattened it. Grab doc’d an alpha, exported the alpha to Photoshop. In Photoshop I laid out my pattern then applied the alpha as a mask and inflated. .

Well as you can see I don’t get a repeatable pattern. Yes the pattern must match from the beginning ( PS ) in order to achieve this, but when the model is flattened, the seam is not straight. . .

any suggestions?

Attachments

tile.jpg

Your UV’s need to be unwarped (like the bottom of this), and the borders of it must be positioned in a way so that the texture would wrap when applied.

How do you " unwarp " uv’s in zbrush? This would probably change my life.

Also, Thanks for your reply! You have been a huge help in the forum with your talent and knowledge! BIG UP’s!

He probably meant unwrap. http://docs.pixologic.com/user-guide/zbrush-plugins/uv-master/

Nah, I meant un-warp.
The ends of his current UVs are warped as they bend inwards. Meanwhile that texture pattern is only going to be seamless if all the edges are nice and straight/taut.

It can possibly be fixed by using UV master. If you work on a clone and flatten it, you’ll be given some limited control over changing the UV layout. You’d want to mask of everything except one column of edges at a time, and then use transpose to scale them towards each other. This should level them out into a straight line. Once you have them straitened, you can unflatten the object, and then copy and paste the UVs onto the original sculpt.

An alternative is editing the UVs in an external program .

Ok. Appreciate the feedback.