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View Full Version : Fixing Texture Seams in Zbrush


Skjoldbroder
11-12-2004, 02:16 PM
3d paint packages are nice.. they let you paint directly on your mesh so you can see the influence of what you're doing without having to exit e.g. Photoshop, go into Maya/Lightwave/Max/whatever, reload your texture, view your texture, blah blah blah..

This little video (http://www.skjoldbroder.dk/fisse/textureseamfixing.zip) basically shows how you can import a mesh into Zbrush, import a texture you painted in Photoshop (or whatever), paint your changes (be aware that Zbrush flips texture on import, that's why you'll see me flipping them) and then re-import them into photoshop. This essentially lets you fix any seams that have turned up - you know the kind.. those pesky ¤#&#%&#" seams on the side of a character's torso, etc. etc.

Kudos to Anthony Callaghan for giving birth to the idea.

issues with this

I guess Zbrush isn't really meant to be used for this kinda stuff - rather, you would traditionally turn to bodypaint or deeppaint - but whatever gets the job done, right.

This does mean, however, that there isn't support for multiple textures on one object. should you need to use this technique for an object that uses multiple texture pages, a solution is to take (say you have 2x512s and one 256) your three pages and stick them onto a 1024x1024 map, import to Z, do your changes, export the 1024 map you just painted on to, and then split it up into it's seperate bits again. It's a work-around, but can be useful.

EricChadwick
11-18-2004, 02:38 PM
I guess DP3D supports multiple texture pages? What about BP3D? IIRC, neither DP3D nor BP3D support multiple UV sets. Does ZB support multiple UVs? I haven't checked out your video yet, is it using Projection Master (http://209.132.69.82/zbrush/zbrush2/texturing.html) in ZB2?

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