ZBrushCentral

multi tiled UVs question

I am just figuring out the 3ds Max-Zbrush workflow, and I have a question about UV coordinates. I would like to break my model up into separate UV tiles WITHOUT breaking the model into actual separate elements.

This is a nude model and I want to be able to sculpt freely across the UV seams, but I would like to create separate texture maps at 4096 each. For example: one for the head, one for the torso, etc…

Setting the model up this way in Max is no problem for me. And I have figured out how to export both displacement and normal maps with this setup using the MULTI DISPLACEMENT 3 plugin.

What I am unsure of is: If I paint my diffuse, specular and bump maps within Zbrush, how do I export them as separate maps based on UV tiles?
I would basically need to do what MULTI DISPLACEMENT 3 is doing with disp and normal maps with the other maps.

I am not seeing any obvious way to do this so if anyone could help or point me in the right direction I would appreciate it!

It’s complicated, because ZB doesn’t support multiple UV sets for each tool (I’m on Mac hardware so I don’t know if 3.5 does it).
I’m just in the same boat as you for a character I’m modeling (a Neanderthal man).
Here is my actual workflow:

  1. I have built, modeled, sculpted and textured the model in ZBrush
  2. Exported level 1 and used Lightwave to create separate UV sets (one for the body, one for the torso, one for eyes, nails, teeth etc.)
    At this stage, I also created a LW layer for each of those body parts (so basically I’ve split the mesh)
  3. In Photoshop, I’ve cut the ZB texture (and will have to do that also for the displacement map) into n textures, according to each body part. So I have a texture file for body, one for the head etc.
  4. Back in Lightwave, I aligne texture maps to each body part. I’m now ready to export each body part or merge all the layers and get a unique mesh, which, however, contains multiple UV sets and uses multiple materials and textures. That’s all I need for the work I’ll need to do later in Poser.

Hope all this make sense, let me know if I wasn’t clear.

florencepappilon,
Thanks for your reply.What you are saying makes sense. After posting my thread I found this one which was helpful and I thought it might be helpful to you too. The main difference is that you have to assign your UVs BEFORE importing into Zbrush, and then you can split it within Zbrush using subgroups. This allows a person to export textures for only the selected subgroup.
http://www.zbrushcentral.com/showthr…ighlight=tiles
This is the summary:


  • setup the tiled UVs in another application (Maya in my case) and import that object into zBrush.
  • Subdivide and paint up colour and displacement as normal.
  • When you are ready to export, choose Tools>Polygroups>UV group. This will split up the tiles into groups.
  • Then choose Tools>SubTools>GrpSplit. This should put each of the polygroups into their own subTool layer thing.
  • Export normal and colour maps for each subtool.
I expiremented with this a bit last night and it works for me. The only thing that scares me a bit is that I have to set the “UV Correction” pretty high when creating the bitmap textures or I wind up with seams when I apply them to my character in Max. Not sure how this will hold up if I have a detailed texture painted across that seam.

cool indeed narad13, this does the job…but I did get into the seams thing ( in the case of multi UV sets) …so what is UV Correction anyways??? and how could you manage fixing the seams issue??
thanx alot


i have a previous post on this and I referred to your post
http://www.zbrushcentral.com/showthread.php?t=79280

noxci,
I would be happy to explain my workflow to you. I have made some changes since my last post here. I will have to do it later though, as I am leaving for work.

Cheers!
Eric

yeah will be waiting…and till then would try and figure out some approach…
thanx and all the best

noxci,
Sorry for the delay. We have been preparing for the Holidays. Ok, here goes:

Origianally, When I was painting my textures I was poly-painting my model. THis has certain advantages, like allowing you to paint over the seams of your UV groups and then convert your poly color to a texture map that you can export. The down side of this is that your texture detail becomes limited to the pixol resolution of your model. For me this was not enough.

In response to your question: there are a couple of settings at the bottom of the “texture” rollout that allow you to adjust the seams of your map when you are wxporting. THere is an “adjust map” button that you can use to shift the map (not exactly sure how this works) and then there is a “map expansion” adjustment that basically takes the edge pixels and expands them outward to correct any gaps in your texture map. I have found this to be very helpful.

As I mentioned, the poly-painting technique was too limiting for the texture resolution that I was trying to acheive, so I am now painting to texture. THis requires a few more steps and some work in Photoshop. THis techniwue is just something that I came up with on my own, so if you come up with anything better please let me know.

My model was set up in Max with UV tiles set into 4 groups: head, torso, arms and hands, and legs and feet. I then brought this into ZB and broke the model/tool into polygroups using the UV groups. THis allows me to isolate the 4 groups for painting and to export a seperate hi-res (4096x4096) texture map for each section.

It goes loke this:
-Isolate a body part group (for this example we’ll say the torso)
-Create a new, blank texture at 4096x4096 (or whatever you want) and apply it to this polygroup.
-Using Projection Master and Zapplink I completely paint this group. The hi-res texture will maintain all of the detail without regard to the models mesh resolution. During this stage I do not worry at all about the seams. Just paint right up to them and make it look how you want it too.
-When I am done painting this polygroup, I adjust the map if necessary (using the controls I mentioned before) to close up any gaps at the seams and export the texture map with a name like “character_diff_torso”
-Do this for each polygroup. For me this meant creating 4 seperate texture maps at 4096x4096’
-Once you have the 4 maps exported, you can imprt them and see that they wil look correct on the body part that they are meant for, but will, of course, look all messed up everywhere else.
-My next step is to paint the texture that will span the seams. For this I use the poly-painting technique. THis DOES mean that the texture resolution is limited to the mesh resolution in the blend areas. For me, this was acceptable because there is very little need for extreme detail in the areas where the torso blends into the arms, legs, and neck.
-Crank your mesh resolution up as high as your computer will allow you without slowing your work to a crawl. For me this was about 3.8 million polys.
-Apply your torso texture map to the model. Now go to the texture rollout (under tools) and hit the Txr>Col (texture to color) button. THis takes your texture map and actually applies the color to the mesh itself. If nothing happens when you do this, make sure you have the RGB button selected under your paint tool settigns (at the top).
-You are now ready to use Projection Master and Zapplink again to paint the blend areas at all of your seams. Try to blend your textures into the map that you had already created for the torso.
-Once you are done with this for all seam areas, you can Isolate a particular polygroup (like the arms) and use the texture rollout to use the col>txr button to convert this poly painting to another hi-res texture map. Export these maps as something like “character_blend_arms”. Do this for each polygroup, including the torso.
-FINAL STEP: Once you have all of these blend maps exported, you simply load the originals in Photoshop, with the blend maps on top of them and use your eraser or masks to hide everything but the blend zone until it looks like you want it to. Save out a flattened version of these for use in your 3D app, and you should have texture maps that blend perfectly.

Sory about the book. I knew this was going to take a lot of explaining, but that was ridiculous! Hopefully it makes sense. Let mekknow if you have any more questions.

E

Eric,
Thanx alot and I wish you pleasant holidays and all the success…
You’ve done a real great effort here to assist the others revealing a vague topic in a production work flow , ,
thanx for the time and care…will keep you posted
I’d recommend making your post a sticky tutorial item…
thanx again

arrrrgh couldn’t get it done !!! no map expansion available !! tried Fix seams…works not…
conclusion : ZB fails dealing with , multi UV tiles:(
thanx though

Try to set the UV map border to 16, export the texture and render. I never had troubles of visible seems using this setting.

Also, this seems strange, but sometimes it seems like I have to hit the ApplyAdj button before using FixSeams. You can set the value on the Apply Adj to something really low like “0.01” so that it barely nudges the texture. Also, keep in mind that the FixSeams action is set in pixels, so the larger your texture is the higher value you will need. As stated above, a value of 16 should prob work for a map of 4096 square. I was working with a map of 8000x8000 and found that I had to crank this up to 24.

I am currently working with this process right now and it definitely works. let me know if you need any other help.

WOW…it works just like charm now…( actually I should have taken more time examining the controls )
Thanx alot and wish you all the success and progress in all what you do…
Good luck

Attachments

works.jpg

one last nuisance if you may:)
I noticed from your reply that there could be some sort of relation between the poly count and the texture map resolution!! any guide on that??
thanx alot

There is a relationship between the poly count and the resolution of the texture only when you are poly-painting. This is when you are painting on to the mesh itself, and not a texture map. This is what I did for my blend areas and for this you will want the mesh a the highest division level that your machine will handle.

For the majority of your texture painting you will want to make sure you are painting to a texture map, as you will get much greater detail. THe only thing that affects your resolution here is the size of your document when you bring it into Photoshop (using Zapplink).

Cheers!

Generate polygroups by UV space, then hide geometry by polygroups. The visible polygroup will represent the map you will export. Do that for each polygroup until you have all your maps exported.

this never ends:D
well having done all in ZB, I got stuck in Maya’s part where I need to apply them multi textures and maps to a multi UV tiled object !!
any help on this??
thanx

Noxci,
Sorry about my slow reply. If you are still looking for help with this please let me know what exactly the problem is. I am a Max user (not Maya) so I am not sure what help I will be, but if you describe your problem then maybe anyone else listening might be able to contribute as well.

Cheers!