ZBrushCentral

Cant extract texture using Polypaint

hi guys,

i imported a obj with uv’s into 3.5. painted the color texture. but “new from polypaint” doenst extract my color texture map. all i get is a “one color” texture map. any ideas why this is happening?

Thanks

Andras Kavalecz
Lead VFX Artist
Lucasarts

I’m having the exact same problem. Help please, Pixo? -Les

er… what am I missing here? Seriously… When I click “New from Polypaint” it outputs a new texture, but it is the same as the polypaint that was on the model when I first loaded it, not reflecting the changes since then. This is bizarre, and really counterproductive. Is this a bug that needs to be fixed before 3.5 is completely useable? Glad I didn’t uninstall the old version yet… may have to backpedal in order to get my work done. :frowning:

Also, when I go to the color pallete and hit Fill Object, nothing happens. Is there some change in the way polypainting works now that hasn’t been documented yet? This is extremely frustrating.

Do you have colorize enabled?

In further exploration of the problem…

I didn’t realize that I had a texture still turned on when trying to flood the object. Ok, my bad there… However, once I turned it off, I flooded the object black then painted some white areas on it, just for the sake of troubleshooting. I then tried saving that out to a new map only to see the map it created being identical to the original texture the object had in polypaint when I loaded it. I turned off that texture just to see if it had somehow replaced my test polypaint which it had not. Again, this is really bizarre and makes no sense to me. Please, please help. I have production schedules to try and stick to and if I can’t get this taken care of soon, will have to switch back to the previous version of zbrush… which I don’t want to do because I’ve really enjoyed a lot of the new features. But this texture problem is a BIG problem… so, er… help, please?

yup. Without colorize enabled, wouldn’t ahve been able to do the test I just did. Giving it another of the ubiquitous restarts just to see if the magic Window’s goblinz had anything to do with it… -Les

Update: restarted Zbrush, loaded in the head bust from the lightbox and tried a test with that. Was able to get the polypaint to save to a texture. Loaded in my model, and got the same thing: I can sculpt and paint on it, but the paint won’t save out to a texture. This is really odd…

Update: found an interesting thing that sort of fixed the issue that others might want to know. Took the model down to it’s lowest resolution and and hit New from Polypaint there just to see what it would do. Voila! It baked out a texture, albeit the low resolution. So, I brought it back up to full res and hit New From Polypaint again and this time it worked! So to reiterate for those having this problem:

  1. set your model back to it’s lowest subdiv level
  2. bake out a new map
  3. increase to full resolution
  4. bake out map again

Maybe it’s a memory thing or something like that, where Zbrush, when working with a previously saved model, needs to rebuild the colors associated with vertices at the highest level by going through the process of recalculating subdivision. Just a thought on the “why” of all this. Hope it helps. I’m back to work now. :+1:small_orange_diamond:D

I’m not having this issue. Can you put up an obj of this mesh you say that is giving you issues? Make sure your UVs are on them.

Paul

Already got around all the polypaint problems, but now can’t save out displacements with it crashing. Gone back to previous version of Z. so I can get my work done. Coming back to 3.5 when I have time to tinker with some of this. -Les

I have the same issue: I can polypaint fine, ‘New From Polypaint’ appears to generate a texture, but the texture itself isn’t available in the texture palette to export. I tried Sixus1’s workaround with a few models and got no luck there.
The only workaround i have found is to export the tool. In the Export settings at the bottom of the tool palette, have the ‘Txr’ button checked and it will export the texture at the same time (make sure you’re eporting the lowest subdivision!)

Am I missing something obvious here?

I have not worked with the polypainting in depth in 3.5 yet, and obviously there is no documentation yet that says “do it like this”, but I have found that when you click “New from Polypaint” and see the texture preview in the Texture Map menu…

…if you then click “clone texture”, it will send a copy to the Texture Palette that can be exported and manipulated like normal.

durr! thanks! didn’t think to try cloning…

It even says so in the tool tip! face red, etc

Well, it’s not exactly intuitive that you would have to compared to previous versions. Im sure they had their reasons for the change in process (assuming it’s intentional and not a bug), but I am unable to explain to you what those are right now.

It took me a bit before I noticed the clone thing as well, although that’s not the problem I was referring to. For me it just wasn’t saving something out to the tool texture pallette where I could clone it from until I took the model to the lowest subdiv then raised it back up. Very odd issue. -Les

For what its worth, Aurick posted the reason for the clone thing in the 3.5R2 questions thread:

Nothing will show up in the Texture palette until you press Tool>Texture Map>Clone. That sends the map from the SubTool-specific location to the overall Texture palette. Same goes with Tool>Displacement Map>Clone, which sends the alpha to the Alpha palette. This is integral to version 3.5’s feature of assigning textures and maps on a per-SubTool basis.

A texture does get added to Tool>Texture Map because one is necessary to view displacements on a model. If you want you can overwrite that texture with a blank one so that you only see the displacements themselves.
–aurick

Hello

Scott is correct. Texturing has changed in ZBrush. Now all textures on a mesh will be assigned to the Texture Map menu and not the Texture Palette. This is how you can have a texture on every subtool. Each subtool has a Texture Map that you can assign it. The Texture in the texture palette only relates to the mesh if you do a Color>Fill. Otherwise the Texture in the Texture Palette will only deal with the brush not the Tool.

Paul

I found the solution to this from another thread. Part of my model was hidden. Lawl. I deleted the hidden part and that fixed the polypaint problem. :smiley: