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About Zbrush Auto UV Mapping


(Sry about the big fat images, but the small ones don’t cut it)

I've been using a Auto UV mapping method ( I call it Shells) that i think i could share it and wonder if it could be implementes in ZBrush. Problem i have with ZBrush Tiles is that all polys UV projection have the same size. This might make sense since the more polys in one area, the more detail its probably has. But still Zbrush still lack with a UV option to prevent that each polygon has different pixels resolution. Shells is quite simple and illustrated in the first image. Unweld, Relax and Pack poygons from a Morph that it's a Subdivision Freeze. This gives me polygons with good matching to 3D space both for shape and relative scale, good coverage. Though it's not good for Photoshop. The second image is a gradation from PUVTiles to this method. In the middle there's no shaping of the polygons just a a good relative size matching the 3D space. The only vantage of Shells over this middle one is that the checker doesn't get much distorted and keep the squares, squares. [Model with Different UV's](http://www.mediafire.com/?sharekey=c8847043c48603f2d1014a7a667fa2b42372ba0c139dadffc95965eaa7bc68bc) - The second image models with different UV's. The model is not good, and i know that modeling is also an important part of UVMapping. It's an example. Hope to see one of these in next Zbrush builds Cheers

Attachments

Untitled-2.jpg

Untitled-1.JPG

This is not Other Questions And Troubleshooting Forum its about UV in Zbrush and technique sharing.

Unfortunely this system forum didn’t allow me to see my post right away(images missing), had to wait for moderation to post it.

Cheers

PS: i’m sorry i can edit the posts

This example is a sum of the other 2. Sized and deformed to pick the 3D poly shape and relative size, but keeps the straight lines.

Attachments

Zbrush-New.jpg

The new UV Map plugin is great, but i still would like to see this solution since it has more homogenic resolution and some relation to the size and shape of the polygons.

Cheers