This is really an odd problem. SOMETIMES when I paint textures, it will give me splotchiness along UV seams. Sometimes it doesn't, which is odd, sometimes subtools will or won't have this issue within the same Ztool! What causes this!?!? Solution???
when i texture with zbrush/zapplink, i always keep perspective turned off and manually drop into and out of projection master using the G hotkey. technically, these restrictions are no longer necessary in z3, but i find i get much more reliable/clean projections when i stick to this setup.
i usually sculpt with very low base meshes and try and do a quick unwrap with roadkill. in the odd cases i dont make quick uvs i usually use guv tiles, but since i switched to maya working with obj files is a lot easier so if i forget to put down uvs i can export my lowest subdivision and do a quick uv in maya and re-import
It's an odd issue, but I think I solved it. Yes I switch projection master on and off with G. I also transfer some UVs to a separate quadrant in Max then in Zbrush use UV Groups + Group Split to separate the model into subtools really quickly. However oddly it gives you seam issues with painting on the geometry that has UVs outside of the regular quadrant.
So I just solve it by transferring the UVs back onto the one main sheet and importing that OBJ for final cleanup. Just odd how that works....
Cheers Arsh. Yeah i recently had a model ( about 2 million polies ) that had no uv's, I polypainted it and when I AUV'd it is spazzed out. GUV had much better results. Although it wouldn't let me bake it out, as it said it was too large for zmapper, and when I tried to reconstruct the subdivs was told it had tris.........texturing it by hand now.
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So I just solve it by transferring the UVs back onto the one main sheet and importing that OBJ for final cleanup. Just odd how that works....