Your UVs were places outside the the 1 to 1 grid, so Zbrush freaks out and screws up your UVs like that. Be careful when you UV an object and try to give a little bit of padding around the boarder to avoid this from happening.
Love that highpoly! have to ask, how'd you make the wires? Also for the low poly you used grids if i'm not wrong. Did you bake it to a plane? just curious on how you got the wires looking so rad even in the low poly
I don't think this is a uv stretching issue (in his first post he showed the model with a grid texture with very little distortion). More likely a ray projection issue, so give this thread a read: http://www.polycount.com/forum/showthread.php?t=81154
r_fletch_r's script is pretty cool. Personally in the past I have just used a 2x2 FFD cage for this type of thing. You can just select the verts from the top, bottom, or whatever and numerically align them to the grid or to a specific position on whatever axis.
looks like it might be a scale issue..because you grid goes all wacky...in zbrush there is a way to increase the export scale...dont..remember it off the top of my head...when I get to work I'll look it up and post it...worth a shot
Do you have locked selection on? Theres a little button that looks like a lock on the very bottom of the interface. It's right next to grid snap and DrawScale3D and the other buttons down there. If there is a small blue box surrounding the button, that means it's turned on and your selection is locked.
Hi, I want distribute one custom shape on background with this closed shapes, I need align it to normal direction to this spots on background. I can bevel my shapes and distribiute it and this is similar to Shape Splatter with Rotation from Bg Slope or Tile Sampler but this nodes use a grid distribution. Jack
Hi Guys, Do you know of a way how I could export all settings of my Maya. I have a bunch of different settings at home and it would be really handy to be able to import it somewhere including the tool settings grid settings etc. Cheers.
I'm trying to convert an 8k normal map to a specular map but as soon as the process is done it just looks like the normal map but transparent with the background grid coming trough. During the process I will see the correct map but then it continues and it's screwed up. It does work with 4k maps.....
Hi there! I am having difficulty finding resources to generate a tiling mask that is non-uniform as the image below. I want to have an Omni-directional tiling pattern that has: * Varied Size of bricks * Varied Orientation * Non-uniform (breaks grid) Can anyone point me in the right direction?