ZBrushCentral

Multi UV texturing

After FINALLY getting my Max mesh to ZB in different parts, AUV tiling it, welding the verts in Max and putting them in different UV regions and then back into ZB for multi UV displacement mapping, I have hit a snag.

I have no idea how to make multi UV textures! The UV check thinks the UVs are overlapping when in fact they are merely in different regions. Is it possible to texture colour with a mesh with different poly groups?

I’ve been working on this mesh for weeks to get it multi displaced and textures… help me … please…:slight_smile:

Multiple UV regions only apply to creating displacement maps with the Multi Displacement 2 plugin. ZBrush can still only display one texture per model. This means that you can also only paint one texture at a time.

What you can do is use Tool>Polygroups>Uv Groups to regroup the model based on its UV regions. Then you can Ctrl+Shift+Click on a region to hide everything else while you texture that region. Or you can leave everything visible while texturing and just accept the fact that what you paint on one area will also show up on other parts of the model while you’re working in ZBrush.

Thanks for the reply. I want to keep texture quality as high as possible, so I have decided to break up the model in an external program then import individual pieces into ZB for texturing/normal mapping (displacement mapping always messes up for me).

Anyway in doing so (phototexturing by the way) I’ve noticed that I will get texture seams along the edges where the meshes join up, since each has been textured separately then placed together. Any tips to avoid this problem? I’ve considered using the clone brush, but I don’t think that will get rid of the problem satisfactorily…

Hi -Nii-,

I’ve just got to grips with multi uv displacment mapping, and my soloution for the texture problem, is to basically get all the unwraps for all the individual regions into photoshop, and then give each the same high detail base colour map, and then add seperate detail on each individual section afterwards, try not to go too near the seams when adding the individual detail, so when you render the seams should be hidden because the base colour map will blend seamlessly.
Hope that kinda helps

Sonder!!

Thanks for the advice =].But wouldn’t that result in one gigantic map, which you will then split into parts for each separate model? I was aiming for about 2048 for each body part so the final colour map will be far too large for my computer’s ram to handle I think…

I haven’t tried it yet, but I’m planning to try projection master, then importing the mesh that shares the same seam, then using clone brush over the seam.

If your model has multiple UV regions, then you will use multiple textures. ZBrush can only APPLY one of those textures to your model at a time, but you will still paint separate maps.

Incidentally, the FAQ>Texturing section here at ZBC has some suggestions for working with multiple texture maps.

Day by day i’m getting a better insight of Zbrush.
but yet there is one piece of the puzzle missing.

The multi uv sollution is very handy for selecting different parts of the mesh ,with the polygroup option. and with the multidisplacement plugin it works perfect. But I have done some searches and apparently you cant export multi bump like you would expect … like with the multi dislpacement plugin. ( as read here http://www.zbrushcentral.com/zbc/showthread.php?t=33001&highlight=multiple+bump)

So the manual way suggested is to add the viewbumpmaterial… add “128 128 128 value” textures to each piece (each uvgroup, “polygroup”) at a time and than start painting in the bump. When that is done export the texture of your first piece.

Add a new texture with the “128 128 128 value” and start again for that piece.
export again and you have the texture for your second piece of geometry
etc etc

But what do you do when you want additional detail in bump accros the “seems” of your diffrent uv regions? This isnt possible ?? because you start with a NEW texture for each piece?

How would you do this ? i really have no idea…

thank you for the helping hands

nvm i started a new thread for this as it was a bit confusing i guess

http://www.zbrushcentral.com/zbc/showthread.php?p=281828#post281828

sory

Hi aurick,

I’ve been searching for related threads to answer my problem. This is prob as close as I’m going to get.

I’m on to painting my model in PM. I’ve turned on my polygroups & am selectively hiding & painting.the wierd thing is that when I unhide portions that I havent touched the texture seems to be transfered there (eg the wings). I’ve attached images to illustrate. the blue is where I’ve painted, and the red is where the painting has transfered. I’m assuming this has something to do with my UV’s? Although those seem fine.

[wings.jpg]painting error.jpg

I’m painting with Colour & Faded checked.

Would really appreciate any advice. It doesnt really do any good painting if it just gets ‘overwritten’ later on.

Thanks!

It’s possible that while you were working on the neck you happened to have the model at an angle where this part of the body was behind the neck on the canvas. As a result, both surfaces picked up the texturing.

It’s always recommended to hide the portions of the mesh that you’re not currently weorking on. This not only speeds up performance, but it also protects those areas from accidentally being painted or edited.

hi aurick,

thanks for the reply. The strange thing is that the parts were hidden. I’m absolutely certain the wings were. I only saw the texture on the wings when I unhid them.

Looking at the texture map everything seems overlapped. Must be because of the multi uv groups I created. Here’s the texture:

[body3.jpg]

I’ve created separate polymesh 3D’s for each section of the dragon (eg. arm, leg etc), to get a higher level of detail. So what I’m going to have to do is paint each polymesh separately & then bring the maps into photoshop to match up. I’m just confused how everyone else seems to use multi uv’s for their displacement maps & then still texture the entire model properly. Or am I just missing something??? :confused:

thanks again for the help
:smiley:

Oh wow my thread is still alive and kicking! =]

I’m not entirely sure, but multi displacement exporting still creates a new separate displacement image for each poly mesh. Hence in terms of texturing, you might as well make a different diffuse texture for each poly group as well. :wink:

Hey -Nii-

yip looks like you’ve started something here…

that’s pretty much what I’m doing now. All I’m vaguely dreading is matching the seams up.

Oh well! May the Force be with us all…

:wink:

If you have UV’s for multiple maps, than anything you paint on one map will also show up on the parts of the model that use the other maps. What you would do in this case is use Tool>Polygroups>Uv Groups so that each map region gets its own polygroup. You can then easily show just the polygons that apply to the texture you’re currently painting, which hides everything else.

Each individual texture that you paint in ZBrush will look perfect by itself, but the rest of the model will not look right. So if you have the head and body in different groups, the body will look good as long as you’re painting it, but the head will be wrong. When you switch to work on the head, that texture will look right while you’re painting it, but the body will be wrong. Only one texture can ever look right on a model at a time. All other parts of the model will always be wrong, because ZBrush can only apply one texture per model.

Ok cool thanks aurick I’ve finally wrapped my head around that one.

Any chance you can hint at if ZB 2.5 will counter this?

Halleluya I am finally not feeling like such a lost fart in this programme!

I can never confirm, deny, or otherwise discuss features that have not yet been announced by Pixolator.