ZBrushCentral

Texture map faceted

Hi All
Im hoping this is a noob question and not a more severe problem.
I have a model and Im poly painting it and kicking out a texture.
my Uvs are good.
my poly count is about 6 million.
when I create a new from Poly paint I get the attached file :
which is terribly faceted
why is it not smooth?

Ive included a screen shot and the map
left - zbrush
middle - map from zbrush
right - map on max model
thanks for any help
-Jinda

Attachments

Body_02.jpg

UV in max?

I did the unwrapping in “UVLayout”
but everything checks out in Max
I even tried adding a unwrap uv modifier in max and moved the shells a bit
collapsed it and re exported it
same result
oddly all the sub tools for this Tool work just fine
help!
jinda

in max…before you export…

select everything.
right click>convert to eMesh
right click>convert to ePoly
ight click>convert to eMesh
right click>convert to ePoly

export. turn off everything except UVcords.

take that into Zbrush, everything should work.

Someone else said you can cycle UV’s inside of Zbrush 2x and that will fix it as well…but I don’t use max with Zbrush because it breaks everything…

Have you tried using goZ? I believe this fixes it as well.

Thanks for the tips Beta
but alas no go
I even tried the “box trick” in max where you create a new box and attach the problem mesh to it and then delete the box - which usually solves all ills uvw realted.
the strange thing is this tool has 10 subtools and they all work fine.

Important point:
if I AUV tile the mesh it exports a perfect map
so what is happening?
help!

Jinda

have you tried exporting the mesh out of something other than Max? I don’t have any of these problems working from Modo or Maya.

the solution my friends i have thinking and works is fomr 3d max after export the new uv to zbruhs is put a smooth modifier and choose aut and then export and import to zbruhs then you will no have more faceted problems enjoy!!

If you select any of the faceted faces in the uv editor in 3dsm and then break it with the tools menu or ctrl+b. Then turn on vertex selection and select any of the faces 4 vertexes. Does the face turn the right way? Does each vertex of it touch the correct surrounding vertex? Touching vertexes should turn blue when you select any vertex. Make sure the blue ones are all touching.

Untitled.jpg

You mention it looks fine in 3dsm but sometime I’ve found the problem can’t be seen unless you brake the faces.

Sometimes for some reason every face gets randomly rotated when I move models between 3dsm and zbrush. I think the “cycle uv” button unfortunately rotates every face the same amount of degrees at the same time. That is completely useless when some of the uv faces are rotated 90° while others are 180° or 270°.

If there is a way to make the “cycle uv” button only affect parts of the model, then I guess it could be used.

I can’t really remember what exactly I did to fix the problem. Probably just loaded a older copy since I save backups all the time. I’m pretty sure it can be avoided if you make sure every time you move your model between programs that the “mrg” button is checked in both export and import options in zbrush. Sometimes those buttons seem to get turned off for no reason.

Triangles often, not always, get randomly rotated as well for me, thankfully I don’t use many so I can manually break them off in 3dsm and rotate them manually in no time. If you have time you could manually rotate every face of your uvs and then weld them but it might take hours.

OK GUYS THIS IS THE REAL SOLUTION I JUST DID IT I SUE 3D MAX.

  1. If you have oyur mesh inside zbruhs polypainted or not and you have scultped , well go to the lowest sub level ,and hit DELETE UVS ( if you dont hav e any uvs meaby the normla methid can work , export to 3d max , and convert ot edit mesh , and convert ot edit poy bal bla bla. )

  2. If you can delete the uv that will be awesome so i reocmend igf you dont have a uv use one fomr zbruhs and apply , then delete the uv and then export to obj.

  3. after you export to objimport in 3d max , then if you sue unfold 3d or wherever other software export it fomr 3d max becuase some time unfold cannto open files fomr zbrush exporter , so unfold it and use save as not save 3d as , then export fomr unfold 3d as an obj.

  4. Improt to 3d max and convert to edit poly , then convert to edit mesh , then convert to edit poly .

  5. Now you can tweak your uv form unwrap modifier for each mesh then if you want also his work if you want to collapse the whole parts and pack all that in one uv , and EVEN THAT THEN IF YOU WANT TO DETACH EACH PART TO HAVE A UV SEPARATELLY IT WORKS LIEK A CHARM!

  6. then export to zbruhs ( use zbrush exporter setting fomr 3d max )

  7. WUUUAAAALA!!! IMPROT THE MESH AND MAKE THE NORMAL MAP NOW YOU WONT SEE ANY FACETED MAPS.

so if you dont have a uv to delete fomr zbruhs try to exorted to 3d max to unfold bla bla blaand then import it bakc to zbruhs now if you see faceted maps DELETE THE UV and export it again and make all the procedure i told you here and it work liek a charm guys i found the solution in 1 hour of thinking and probing. ENJOY!!! 100% THAT IT WILL WORK GUYS HAPPY WORKING TO ALL!!