tyhe uvmapping are precise and fine are a perfect squared image qith quads I imported with this uvmap and when I exported the thig didnt look good , may be the obj conversion messed it up ? but after I imported the obj in max it still hade the right uvmappign , but the cavity map do not coincide...
Check for polies that havent been uvmapped properly. This happened to me once, it turned out I'd hidden a small triangle whilst uvmapping, and never actually mapped it. For some reason this throws the lighting off on a whole bunch of other polies too.
The engine do the caustics all alone , tough I advice that it can create weird seams of the models in water are overlapping or seamed uvmapping , so for good caustics in water it needs to be a very smooth and almoust one single uvmapping block to avoid bad caustics seams , couse those get mapped on the uvs of the model....
Okay so this is my model: And here is an example of one texture and its uv's (edges are not visible, but you can see what is happening): The plaster parts are uv'd like this (filling the whole uvmap). The another textures uv's are also filling the whole uvmap or almost the whole.
http://www.mediafire.com/file/179ax0j987y1a3a/mask_leather.ZTL Let me know if that link doesn't work Should be a clean slate, deleted the uvmap, 7 sdiv. It projects fine in UVMaster. Try exporting and modifying the uv's in maya and reimport into zbrush. Zbrush doesn't like the new uvmap created in Maya. It's not the…
Jesus... There is no way to do this without overlapping. If it can be seen only from one angle in ar, overlapping isnt a problem. If it can be rotated, or it turns based on your view, it is a problem, and then you should just do a regular uvmap with no overlapping. The guys uvmap in the video was overlapping too though.
Well, I detached to elements, not to individual objects. I didn't do an uvmap , but the detach thing would allow you to have the tooth only a few times on the uvmap, and copy it on the mesh. In the first example, you would split as you did usually. The example with the chamfer need a lot less uvsplit.
Been kinda busy/lazy... finally got this guy all UVmapped. Almost done with the head... need to paint in the mouth and teeth (don't know why I added them because I'm not gonna animate him, but oh well), plus I need to paint in some difference on one side of his head (reason for UVmapping both sides). Bleh, enough…
I am not expert but I suggest to split the model into material pieces , like arm , head etc if is a human model for example then apply some uvmapping tools from 3dsmax if u use that or maya , I dont think there is something similar in zbrush ....or alternatively you can try the deep uv tool but I didnt find it so better…
Are you using a concept? The back looks kind of flat IMO. just a heads up, if you screw with the vertex numbers (add/remove them)- youre model wont be able to be exported to zbrush with the high poly selected (im thinking what yuour going to do is 1)have highpoly in zb (not uvmapped) -> take it into max to uvmap the low…