About AUV tiles, taken from zbrushcentral.com -
Hi 
The UVTiles texture mapping method (which was first introduced in v1.5) has several benefits over other traditional mapping methods. The main strength of the UVTiles method is the capability to automatically map a 2D texture to an arbitrarily-shaped 3D mesh without requiring the artist to spend valuable time in manually assigning (or editing) UV coordinates. The UVTiles method divides the texture to equally-sized tiles which are individually assigned to each of the polygons.

The next ZBrush version (v2) will add another UVTiles-mapping mode which retains the benefits of UVTiles with added capability for variable level of texture-details. This mapping method, AUVTiles (Adaptive UVTiles), assigns texture-tiles that are proportional in size to their target polygons.The following image is an example of AUVTiles-vs-UUVTiles (both 3D objects have been rendered with identical texture-size). A slice of the AUVTiles texture map is shown on the left and contains adaptive-size tiles while the UUVTiles slice on the right consists of unified size tiles.

More information about AUVTiles will be available when it is finalized,meanwhile, if you are interested in testing the compatibility of the current state of AUVTiles mapping with your other 3D applications, you may download the following files…
Click here to download the OBJ (geometry and UV cords) file.
Click here to download the texture map.
Notes:
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The included mesh and texture are rendered properly in ZBrush even while in preview mode. In some of the other 3D applications (which may be utilizing OpenGL or hardware rendering), the preview mode may not properly map the included texture. In these cases you will need to use higher quality rendering mode (similar to BestRender mode in ZBrush) for best results .
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3D/2D coordinates systems are not consistent across all 3D applications and you may need to adjust the mesh or texture for proper rendering (adjustments may include… Flipping one or more of the mesh axis, flipping the normals, and/or flipping the texture horizontally or vertically.
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The UVTiles has been updated to offer better compatibility with the tested applications but some applications may require a different filter to be used for optimum result. if the above mesh is not rendered properly in your other 3D applications please email your test results to [b]matthew@pixologic.com[/b] .
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Texture antialiasing: Texture artifacts may be caused by the antialiasing mode (such as MipMapping) that is seleceted in the tested application . If you detect such artifacts, try a different antialiasing (sampling) mode (or reduce the antialiasing radius).
If you have successfully tested this mesh+texture in your other 3D application/s and have gotten results similar to the ZBrush-rendered images (above), please post your result and the required steps for proper rendering of the mesh, this information will become valuable to other members who are using these applications. (furthermore, these steps can later be ZScripted to allow for a customized one-click export-button that will execute these steps before exporting the mesh from ZBrush. )
If you have tried the above mesh but did not get the expected results, please email your your test results (with any other relevant information) to [b]matthew@pixologic.com[/b]
Thanks,
-Pixolator
This test works with ElectricImage -
EIAS example
I have found that ZB AUVs works just fine inside EIAS.
This is the process I used:
- Downloaded the original obj and bmp files (PixZsphee50.OBJ and PixZsphee50.BMO).
- Opened the obj file in UVmapper, default settings, and exported the model from there (result: PixZsphee50_uvm.obj).
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Used O2F to get the new obj transported as a fact (PixZsphee50_uvm.fac)
- Imported the fact file to a new EIAS proyect, I did activate “use UV space” for the model and then added the bmp file at the difusse channel, also with default settings.
- Before rendering, I upped the sampling level for the model (nfo window, shading tab), to 2. Then I did the same in the render panel, antialias tab: default settings, but put the sampling level to 2.
- Hit Render and done.
Gustavo Muñoz
Some of the settings Gus used are not needed, as mentioned above, turning off texture AA is a good idea.
Reuben