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Need a little zbrush uv help

Hello all. It has been awhile since I posted but I am in need of some help as I am fairly new to zbrush.

I am working in Zbrush2 and max 9. I created this model in max, laid out the UVs and then imported it to Zbrush. I then sculpted it and then painted the poly mesh. And that is where I run into a problem. After painting the model I discovered that I have this one stray backwards one sided face that is attached to the tongue and one misplaced face on the tooth. Because of these two faces, when I generate any of the maps (diffuse, normal, spec...) I get these streaks across the map because the faces each got stretched from one half to the other.
I have tried several things to fix these faces, including going back into max and fixing the uvs and then attempting to reimport the UVs. BUt zbrush wont let me do it. It says that both models don't have the same number of points. I didnt weld anything or change any geometry, I only moved the vertexes so they don't streak. If Iwas just creating a color map then I could just paint out the error but not to sure about doing that on a normal map.

Anyone have any idea how I can fix this without going all the way back to the begginning and re scuplting and painting it?

tonguehelp2.jpgtonguehelp1.jpgtonguehelp3.jpg

Replies

  • Psyk0
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    Psyk0 polycounter lvl 18
    I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it.

    So try editable mesh first and then editable poly.

    http://boards.polycount.net/showthread.php?t=62043
  • AnimeAngel
    Thanks, Was hopeful that would work but alas it did not.
    I tried both mesh types and still got the same error message that says the two meshes must have the same number of point, choose the correct subdiv level and try again.
  • AnimeAngel
    So spent the day yesterday trying to fix and reimport my UVs, but Zbrush won't let me. Even if I export out my mesh at the lowest subdiv and then try and reimport it back into the active tool, it tells me that it has a different number of points and it won't let me import. I didn't make any changes to it at all, so it should reimport just fine, if I'm not mistaken.
    But no matter how I try it I cannot edit my UVs and reimport them, and I really need to edit them. Anyone got any ideas or work arounds?
  • spitty
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    spitty polycounter lvl 19
    are you using the guruware obj importer for max? you might get better results with that.

    another option might be to use "projectall" in the subtool menu. import your new mesh with good uvs and subdivide it as much as the other one. make it a subtool of your old model and then hit "projectall". i'm not really sure if your polypainting gets projected, maybe someone else knows...

    good luck
  • SHEPEIRO
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    SHEPEIRO polycounter lvl 17
    how about your compress uvs settings in the export dialogue, make sure they are the same, or it may be having them on on the original mesh might have done it
  • AnimeAngel
    Thank you both for your replies

    Shep - I checked the export dialogs and both appear to be the same but i will try the guruware that spitty mentioned and hope that works.

    Forgive my zbrush newness but are subtools in Zbrush2? I saw mention of the same technique you are talking about spitty on zcentral, and it seemed it may be what I need to do,but I do not have the sub tool palette anywhere that I can see and I can't find any mention of the projectall function in the help either. Perhaps I didnt do something to make the palette show up or its in a different spot then zbrush 3?
  • spitty
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    spitty polycounter lvl 19
    oops i didn't notice you were using zb2. subtools are only in zbrush 3. its one of the main reasons to upgrade.

    if all else fails you could probably paint out the errors, even on the normal map.
  • vik
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    vik polycounter lvl 13
    Subtools were introduced in Zbrush 3. Any particular reason you`re still using ZB 2? I think you should get the latest version (3.1 on PC) it has some cool new features in it and is also a free upgrade.

    Alternatively, you can bake the color info from the old mesh to a new one with the correct UVs in Max, Xnormal, Topogun etc.
  • AnimeAngel
    Well ya I did paint out the errors that I could, but I had some stretching occurring on the jaw and upper teeth and wanted to redo the UV in that area. Then I could generate the normal and diffuse map with the new UV, but it wont let me. I was trying some of what Vik mentioned too. I tried fixing it in max after generating a color map but it just seemed to make the stretching more severe.

    I guess I will just make all the fixes then do the resculpt and paint, now that I have done it, it will go much faster I am sure. It will be good practice anyway.

    And I wish I could do the upgrade, I bought this particular copy of zbrush as part of a student package many years ago and it did not come with an upgrade. So I am kind of stuck with it for the time being and hopefully I can buy the upgrade soon.

    Thanks again for your replies
  • Neox
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    Neox godlike master sticky
    Psyk0 wrote: »
    I had problems importing back a modified base mesh from max (ie polycount mismatch) and turns out i needed to re-export as editable poly because that is how i originally exported it.

    So try editable mesh first and then editable poly.

    http://boards.polycount.net/showthread.php?t=62043

    thats a funny thing about max, because sometimes when you make your mesh to editable poly it changes the vertex order but if you make it mesh then and poly again its fine! O_O
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