SockMonkey
11-12-2008, 09:33 PM
I'm having some extreme troubles with a model in ZBrush 3.1 (Windows) with multiple UV regions.
I've done everything I can think of, up to and including completely redoing the UV's several times over. I saw a Gnomon video where the guy was making normal maps in ZBrush for a stegosaurus model to be used in Maya. His UV maps for the model were over several different UV regions and in ZBrush he used Polygroups to hide the different regions to only make normal maps with ZMapper for one part at a time.
It worked beautifully for him, not so great for me. I end up with ridiculous distortion when the normal maps are created for my model. And I mean to say NOTHING at all like what I want.
The strange thing is, if I enable Morph UV in ZMapper, it unfolds perfectly. If I do a UV Check for each part, I have nothing overlapping. All seems perfectly well, yet during the normal map creation process I can see what appears to be ZBrush taking into account the parts of the map that aren't visible. Like I said, the resulting map is just shot - no good, fubar.
I really need to figure this out, because I don't like the idea of using one 0-1 UV region for an entire complex model. I want the major parts to have a large texture area.
I would greatly appreciate if anyone could help me with this, or offer some suggestions as to what I might be doing wrong. I know it's not a bug in ZBrush, because I have seen it in action working correctly, in that video. I'm thinking it might be the way I'm laying out my UV's, but if it is, I have no idea what I could be doing wrong. Again, nothing is overlapping.
I don't have this problem with models using only one UV region, and I do know my way around ZMapper fairly well, and have consistently been able to get good results with models unwrapped more "traditionally".
If screen shots or even a video of what I'm seeing would help, I'll be glad to comply. Meanwhile I'm off to try something else out - to completely unwrap and go through the entire process again. There's something I just thought of I could try. Just like yesterday... and the day before. I've been trying to get this right for 3 full days now, and my patience is wearing thin...
I might add this is not any sort of video error problem, nor a lack of RAM or anything like that. This is a fairly competent machine I'm working on with plenty of power and resources. I should know, I built it myself. ;)
Thank you for reading this. :)
I've done everything I can think of, up to and including completely redoing the UV's several times over. I saw a Gnomon video where the guy was making normal maps in ZBrush for a stegosaurus model to be used in Maya. His UV maps for the model were over several different UV regions and in ZBrush he used Polygroups to hide the different regions to only make normal maps with ZMapper for one part at a time.
It worked beautifully for him, not so great for me. I end up with ridiculous distortion when the normal maps are created for my model. And I mean to say NOTHING at all like what I want.
The strange thing is, if I enable Morph UV in ZMapper, it unfolds perfectly. If I do a UV Check for each part, I have nothing overlapping. All seems perfectly well, yet during the normal map creation process I can see what appears to be ZBrush taking into account the parts of the map that aren't visible. Like I said, the resulting map is just shot - no good, fubar.
I really need to figure this out, because I don't like the idea of using one 0-1 UV region for an entire complex model. I want the major parts to have a large texture area.
I would greatly appreciate if anyone could help me with this, or offer some suggestions as to what I might be doing wrong. I know it's not a bug in ZBrush, because I have seen it in action working correctly, in that video. I'm thinking it might be the way I'm laying out my UV's, but if it is, I have no idea what I could be doing wrong. Again, nothing is overlapping.
I don't have this problem with models using only one UV region, and I do know my way around ZMapper fairly well, and have consistently been able to get good results with models unwrapped more "traditionally".
If screen shots or even a video of what I'm seeing would help, I'll be glad to comply. Meanwhile I'm off to try something else out - to completely unwrap and go through the entire process again. There's something I just thought of I could try. Just like yesterday... and the day before. I've been trying to get this right for 3 full days now, and my patience is wearing thin...
I might add this is not any sort of video error problem, nor a lack of RAM or anything like that. This is a fairly competent machine I'm working on with plenty of power and resources. I should know, I built it myself. ;)
Thank you for reading this. :)
