ZBrushCentral

Polypainting Difficulties (Resolved)

This afternoon I’ll be uploading the 3d Sphere (as it is), a 33x32 sphere, a 8x9 sphere, a plane, a cube, a cylinder and a torus. Note that when you subdivide up for some of these primitives a black hole appears at the poles. I’m not experienced enough to know why that happens, but I think the poles (grrr everyone hates these wrinkly ol’poles) just fill in with the nearest color. I haven’t tested that yet and on my system I can usually only go up to 5x subdivision. As it gets progressively worse I’m not sure what happens at 7x…someone please let me know who can test this.

…much time and frustration passes here…

Ok I’m uploading a batch of revised ztl tools for the primitives. They will work, but on subdividing a black hole opens up at the poles. Maybe someone who knows about UVs can explain this. It doesn’t seem to affect texturing. You can texture right up to the edge of the hole and the edges come together on the sculptie, but its less then ideal. I think the primitives are actually ok in the U direction but need some fine tuning in the V direction to look exactly right when you subdivide. I’ve worked on it, but I’m inexperienced and can’t seem to get the right numbers. Until its fixed these tools WILL work. You can texture and turn them into sculptie textures, but the hole is a bit annoying.

If anyone needs some other primitive dimensions let me know and I’ll upload it.

I discovered what creates the black holes…its the smt (smooth) button turned on when subdividing. :stuck_out_tongue: So turn that off.

Ok a full day’s work here and I found a fix that anyone can do in UVMaster. That will create UVs on the primitives that you can polypaint on. BUT, it will not be accepted by sculpty maker which renders this useless for alot of folks (just found this out) As follows:

  1. Load the primitive and (of course) select edit and make polymesh
  2. Go to UV Master (it really helps to dock it) and check Use Existing Seams. Uncheck Symmetry or anything else that may be on by default.
  3. Hit Flatten
  4. in the Flatten Mode select Unwrap all
  5. Select Unflatten and don’t freak out if the shape remains flat
  6. Select Copy UVs
  7. Press T and CTL N (as you know…to drop to canvas and clear screen)
  8. Reload the same primitive (edit and make polymesh)
  9. From UVMaster select Paste UVs
  10. Test and save as ztl
  11. Check around you to make sure no one is looking and dance with glee

There’s a two part problem with these new primitive tools. 1) they exist outside the uv square so they overlap the texture…thus the blurring. 2) Once processed thru UV Master they become slightly irregular around the edges and if you flatten the uvs in UV Master and look closely you will see this. I’m guessing this is what SculptyMaker is barfing on. Compare the same test to the same primitive in ZB 3.5…note that the edges in that one are straight. So the UVMaster fix corrects for the first problem and allows texturing, but seems to create the uneveness around the edges.

The ztl’s I uploaded have been corrected for both errors and should work fine. Again, if anyone has a specific primitive they need and can’t find a UV editor that works for you, please let me know and I’ll upload it for you.

I worked for two days making a model with several subtools and had fun texturing it with the new spotlight. This project is for upload into Second Life. I thank you for the corrected prims so I can start anew, but I hope a better solution is found. Using the corrected prims, we lose the customization functionality of settings in the initialize pallette. We lose the ability to use the sweep tool. I will also lose two days worth of work, which while frustrating is not the end of the world.

I hope Pixologic will see this as an issue to be corrected, but since it affects a small number of us using ZBrush to create for Second Life, it may not have much if any priority.

I was playing a bit with the UV Map pallette, and UV Master. Perhaps one of you very bright people out there will find the answer!

lareinefroide: You might be able to transfer the correct UVs to the objects that you’ve been sculpting. Try using the UV Master plugin to Copy the UVs from one of Nancyan’s tools then paste that UV onto your sculpted tool.I’ve seen other ways to transfer UV maps between models on these forums, too.

Yes, I tried copying the corrected UV map from one of Nancyan’s corrected prims to my subtools, and more than once. Unfortunately, it did not work. I think she mentioned earlier in this thread that she had tried that too and it did not work for her either. This does not make sense to me, for it would seem that this should work. Thanks for the suggestion though.

I hope that Pixologic will fix their primitive UV maps quickly.

Ah thanks for all the info. How I was looking forward to Zbrush 4, only to find this particular oversight makes it pretty much useless for 99% of the 3d modelling/texturing work that I do. What a shame. I’ll be keeping 3.5 for now, I guess. :td:

The problem with reverting back to Zbrush 3.5 I just discovered (reading all the supporting documents more carefully) is if you ever need to reinstall you won’t be able to get an activation key for 3.5. Its no longer supported by Pixelogic. So if you change computer or have to reinstall your operating system, etc. you’ve permanently lost it. This worries me. I also use these primitives with their default uvs for almost all of what I use Zbrush for.

Yeahhh ok that’s seriously going to be an issue :confused: Why is this thread marked as resolved?? The texture seam from the workaround is unacceptable IMO.

Yeah I agree its a crappy fix.

I’m not sure why the UVs had to change in the first place. The UVs given to the primitives now are useless and have to be redone.

I’m doubting that it’ll get fixed though since it would only affect those that sculpt from primitives and those that use them as base meshes for sculpted prims in Second life.

Guess we’ll have to wait for some other fix or do it the hard way.

How do we “unresolve” this thread? This issue is certainly not resolved for me. I use ZBrush as a stand alone program. The uploaded primitives take away the adjustments possible through the initialize menu, and do not solve the problem of the project I just lost two days work on.

This does need resolving, I initialize spheres to suit my needs as i go along.To some this is a niche issue but as a secondlife creator I bought zbrush to create. I cant use 4 like it is.I’m not really stuck with 3.5 cos it works great.I just want into the 4 party.

Has this problem been reported as a bug as mentioned this post says resolved, it isn’t

I’m not sure how/why this thread was tagged resolved, although I started it. I put in a ticket, but haven’t received a response. I think customer support is delugued with problems associated with receiving and downloading zb4. As of yesterday they were not accepting phone calls to their customer service department.

Clearly, although I provided some re-uv’d primitives as a temporary solution, it is not a solution at all. There may be some work arounds within Zbrush, but after spending hours and hours, including rtf manual, I haven’t found any.

Pixologic promotes its product as the solution for artists who, with the help of Zbrush, can leave the "“technical think” behind and just get to work. This hasn’t exactly been my experience, although its a nice goal on their part. I have modo, blender, photoshop, painter, illustrator, etc. etc. and none have been so difficult to master nor changed so much from version to version that I’ve been forced to spend a huge amounts of time to getting reaquainted with the features I’ve come to depend on as Zbrush.

For those of you using ZB4 with Sculpty Maker and Second Life - I’ve posted a video that demonstrates Nancyans fix and shows the setup I’m using to work around this bug. http://www.shiny-life.com/2010/08/16/zbrush-4-and-sculpty-maker-video/

KitchenDon, I didn’t catch the connection to your zbrush forum name and that you are the actual author of the original Zbrush to Sculptie videos. You are my hero!

Your new video is excellent (as they all are). I do want to add that if you use the external version of sculptymaker ,which is all that I use due to excessive crashing I experienced using the zsculpty plugin, you won’t have to copy the UVs at all, just export the modo converted primitive to your desktop and run it thru sculpty maker and use the very same prim to subdivide and texture. Its odd that these converted uvs work with Sculpymaker but not the zsculpty plug in.

Meanwhile I’m trying to come up with a fix using Blender for those folks who don’t have another option. I was able to get something out of Blender to texture, but it won’t convert in Sculpty Maker and the texture I do get doesn’t line up well on the scuptly made from the unadulterated prim out of zbrush.

I was trying to find a solution for folks who need these prims to polypaint and want to try this fix themselves, but don’t own Modo. Blender is a free alternative and if you can get over the freaky interface and have some familiarity with it you can also scale down the uvs there also. I had alot of problems with this at first since i didn’t realize I wasn’t scaling uniformly from the center. Just find the center using the View/View Properties menu in the UV workspace to make sure the cursor is set at the same coordinate number for the x and y location, then press S to scale and type in .9993 (actually .9994 or .9995 seem to work, but I can’t see much difference in the outcome).

I watched the video on your website Don, and it works. You have saved my two days of work. Thanks to you and Nancy for your hard work and sharing it with the rest of us. (You would know me as Vivienne.)

I’m glad that you were able to save your project, Vivienne. :slight_smile:

Nancyan. You’ve uncovered my devious double identity. :lol: I’m just so used to being KitchenDon on various forums, that I didnt even think to mention my alter ego. I added a link to your fixed objects and clarification about using them with Sculpty Maker.

Great! And as a form of therapy I’m painting pictures of kitties from Spotlight on to spheres and then deleting them. :eek: I got waaaay over anxious about the problems with these primitives. I’m sure it will eventually get all sorted out and there’s alot more to learn that’s very useful here. Spotlight is so much fun as are all the clipping brushes etc. so I’m going to try to be patient and not resent the unnecessary extra work in the workaround.

Mabye they ticked it as resolved because you have found us a workaround? i hope not because that would mean they dont intend to fix it. Working with 20-30 subtools each with a texture, normal map and displacement map using the workaround has totally flawed Zb4 for me and im guessing a lot of other poeple. Surely they gotta fix this or it makes the default prims useless for poeple who use them as they are.