Home Technical Talk

n mapping issue could use a new pair of eyes.

hey guys ive got a model a lowpoly basemesh i have been working on in maya thats mapped up and ready for textureing, issue i have run into is that i have my map on two seperate uv spaces +,+ and -,+ when i bring the .obj into zbrush and select the uv group i want mapped it draws the map for both sides anyways with terrible results. also, my macine isnt fast enough to import the highres and do a bake down so im stuck here. i was gonna try splitting my mesh down and importing just the half from the +,+ uv section but this seems retarded and there must be a better way. multiple uvs possibly? im not sure hoping somone could point me in the right direction.

Replies

  • Rick Stirling
    Offline / Send Message
    Rick Stirling polycounter lvl 18
  • Mark Dygert
    1st, like rick said pics are very helpful. Just saying something is borked without showing us leaves us pretty much in the dark.

    2nd, don't be so quick to blame your machine there's a good chance you rushed insanely high in the Sub-D levels and the model probably doesn't need to be that high poly. Just a guess tho, it seems to be a tread with new sculptors to rush really high without really sculpting at that level.

    3rd, adding more UV's isn't going to get the poly count down. So I really don't understand what you mean by that? What is going to reduce the poly count? Going down a few levels and exporting from there.

    4th have you tried using Zbrush to create the needed maps?
  • woogity
    The issue is not with the p count initially, the issue was i couldnt get the n mapper to work properly. i have my uvs in 2 uv spaces and the mapper would draw the nmap for both the uv shells when i selected one of my uv shells and tried to run it for just the half i wanted. the pcount is at 2 mil in zbrush with a base at 9k im attempting to import into maya for the bake down, ill upload the botched map and my uvs tonight when i get home, ive gotten this to work many times before just not with uvs in uv spaces other than +x,+y.
  • EarthQuake
    if you've got 2 different objects, with different uvs, you'll need to bake them separately.
  • ploon
    I might be misreading this but maybe a poly reduction tool would helped?

    http://meshlab.sourceforge.net/

    its free and pretty impressive at crunching down the polys, handy for when yr machine is grinding to a halt.
  • woogity
    Thanks for all the advices, i actually found out what was wrong, didnt realize zbush only recognizes uv spaces that are positive on u and v, since my mirror was placed in the space -1,1 it caused the error. thanks for your input, srry for being such a noob haha. gonna call this closed.
Sign In or Register to comment.