Something I realized, after smoothing out polygon mesh in z-brush and import into Maya, the UV of each every single face is seperated from each other. How can I make it not do that? Because when I make normal maps, these seperated UV faces creats little crack lines throughout the normal map. Really need some help here.
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Export a lvl 4 or so, and Zmapper the details from lvl 6, then bake it all down to an ultra low poly in Max.
Thats what I've been experimenting with lately, and I've got this same issue.
http://www.geocities.com/richard8230/FlorMNormals.jpg
Edit by MoP: That image was 4096x4096, converting it to link so it doesn't make the thread unreadable
Double check that the UV's are all good on your low poly model.
I want to know how can I make it so that when z-brush subdivide a mesh, it doesn't cut up all the UV into millions of seperate faces?
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Well, that question cancels itself out. You should make sure that when you first export a model from maya into zbrush, that all the UV's are sewn. BUT, as I'm trying to explain, it doesn't matter. UV's on your high poly model are completely and utterly irrelevant. They are simply not used in the calculation that surface sampler does. Considering the trouble that were having getting that point, I think there's something else you're doing in your workflow that Im totally not getting, sorry. You might want to talk us through your worklflow in more detail or with more pics. 'cos UV co-ordinates on the hi poly model are not used by surface sampler in the calculation process, and therefore, irrelevant.
Check that the UV's on your low poly model actually are stitched, Just because they LOOK ok, doesn't mean they are.
A) Export the lowest level from your finished ZBrush file, fix the UVs, and make that your new low-res model. It should match up with your hi-res model much better.
how can I make my low polygon UV ok and not just look ok?
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In the UV layout window, select all the edges apart from the borders, and polygons>sew.
Oh, and what dnorth said.
to respond to your first post .and i think it 's something nobody has yet offered .make sure when you export your obj from z .at any level .you check the merge uv option in the export tab .it will stop the export from seperating each face into it 's own uv shell ( provided they 're not overlapping .any overlapping faces will still be seperated ) .f__k knows why this isn 't on by default .anyhow .if this has happened .seperated faces .you might want to look at this app : http://www.uvlayout.com .it has a feature where you can merge those seperated uv 's based on distance .no need to manually sew them