exported textures doesn't align perfectly


#1

Hello!

I’m having some issues with Zbrush, I’ve done a character and want to export the polypaint and displacement. But when I try and do this these two textures doesn’t align and I can’t figure out why.

It seems like the Smooth UV option work differently for the two or have I missed something?

(I might add that when I started sculpting I forgot to enable Suv (Smooth UV) but I enabled it on the highest subdiv when I was finished and clicked ReUV to recalculate the UV, could this be the issue?)


#2

Adding example picture.
Some areas look OK while the upper part has areas that are complete off. Hope this explanation pic makes sense. The UV shells are the same in both exports but somehow the placement of features gets slightly distorted. It’s like they are computed differently, but why would you want that?

Got any clue why this would happen?


#3

Ok, I’m starting to suspect it’s a morph target issue.

Problem is, I want to export the maps (both displacement and polypaint) at lowest subdivision to make sure the mesh has right morph target activated (the correct shape), which is fine for displacement since then I can just click the “Smooth UV” option in Multi Map Exporter and get it right and smooth.

BUT when it comes to polypaint/color there’s no such thing as “Smooth UV” when exporting except if I go up to higher subdivisions (SuV and ReUV buttons in tool/geometry tab), but then the mesh is alternated which makes it come out slightly ‘off’ as I said in my previous post.

Not sure how to solve this correctly.


#4

Ok, scratch the morph target guess. After some more trial and error exporting it seems to me that it’s the Adaptive mode that does it. I tried turning this off and then it matches with my color export.

But, isn’t Adaptive something you want turned on? If it makes my displacement better but at the same time slightly changes the way it looks (in the texture flat), how do I export my color texture to match the displacement with Adaptive on?


#5

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