View Full Version : UsingText for Mask problem
mandark1011 12-06-2004, 04:38 AM Hi I am trying to create a tight line for use as a mask for displacement in zb2. I built a low poly model in silo, then unwrapped the model in maya. When i apply the texture in zbrush it has almost no resolution and edges are broken or not there at all. The image is a psd file with a single layer 8 bit channel RGB at 1024 x 1024. I import the texture then use the sat button on the mask palette to apply as a mask. When i look at the map in maya it looks perfect, but the issue still persist in zb2. Any help would be greatly appreciated
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APLevitz
12-06-2004, 11:08 PM
Just as a guess, you probably need to hit the "FlipV" button in the textures pallete. Going back and forth between Maya and ZBrush, that's usually the cause of any unexpected behavior. Can you post screenshot or two? It's hard to tell from your description what's going on.
(note, if this is the case, that you'll have to FlipV again before exporting the changes back)
mandark1011
12-07-2004, 12:06 AM
Hey thanks for the input it was pretty obvious when i applied the map in ZB2 that it needed to be flipped vertically, i did this and it fits the issue that im having is that the resolution of the map degrades to the piont where fine lines are chunks of pxelation rather than i nice tight line. Ive thought quiet a bit about this and i think my unwrap maybe wasnt up to standard, so im going to redo the unwrap and see where that gets me. If im still having these issues afterwards ill post a couple screenshots showing the prob. Thanks again
APLevitz
12-07-2004, 09:32 AM
So, it looks okay coming in as a texture, but the derived mask itself is blocky?
That sounds like you need to subdivide your mesh a few times -- your masks are nothing more than a selection set, so their resolution is, by their very nature, limited to your currently displayed mesh density.
Or am I misreading you again?
We'll get it eventually!
mandark1011
12-10-2004, 05:37 AM
Hey thanks for all the suggestions. I figured it out the model that i was using didnt have enough uv information in the area that i was experiencing difficulty with, from what i gather maya will texture partial faces while zbrush seems not to. So what was happening was that the divided surface although looking really smooth was in fact not dense enough to support the high rez texture mask. Its working and I think this is right but if anyone would care to explain if i got it right id apopreciate it. Thanks again for all the responses.
APLevitz
12-10-2004, 09:47 AM
That doesn't sound right, but as long as you've got it working now, I'm not going to worry about it. Congratulations! :thumbsup:
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