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Click the Unwrap button and the mesh will be unwrapped again with the same UV shells and no overlap (Figure 9.23). Simply open ZPlugin + UVMaster and enable Use Existing UV Seams. This overlapping problem can easily be corrected with the UV Master plug-in. Here you can see exactly how the UV shells are overlapping. This will unfold the mesh in 3D to its UV shells. You can further check the UVs for exactly where the overlap occurs by clicking the Tool + Texture Map + Morph UV button (Figure 9.22). Figure 9.21 shows the werewolf ZTool with overlapping UVs on the leg noted in red. When performing an inspection like this in ZBrush, be sure to rotate your models to view all surfaces. Clicking this button will highlight in red on your model any overlapping UVs, so you know where to look for errors back in Maya. ZBrush also offers a tool to check for overlapping UVs under the Tools menu: select Tool + Texture Map and click the New From UV Check button (Figure 9.20).
ZBRUSH TRIAL DECIMATION MASTER FREE
Note that unless you are painting color maps with UV projection techniques, ZBrush is not concerned with UV coordinates This leaves you free to model and paint in ZBrush and then lay out UVs later or change your UV layout without losing all the work you applied to your model. If a any point you crash while generating a displacement map, chances are extremely good that you have a minor overlapping UV. Otherwise, this small overlap could cause a crash. This problem must be corrected before the displacement map can be extracted.
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AUV tiles are not human readable, which makes editing color maps in Photoshop nearly impossible.įigure 9.19 is an example of overlapping UVs in the toes of a model. This approach will remove any pos sibility of overlapping UVs, but as you will see, having UVs laid out in Maya instead will open up several workflow possibilities not otherwise available. You can avoid this problem entirely by using ZBrushĪutomatic UV (AUV) tiles or other automatic options for your mapping. Overlapping UVs (which are easy to miss) will cause unexpected crashes when you are extracting your displacement map. When generating displacement maps in ZBrush, it is important to be sure the UVs do not overlap at all. The slider will rescale the object on export, which can be problematic when you’re trying to render accurate displacements.įigure 9.18 A test displacement render from the GoZ export file UVs and Vertex Order It is important not to change that slider unless you have a specific reason to do so. (If you left this button off, each UV would be an unmerged point and could cause problems later during rendering.) Leave the Scale slider at the default value. The MRrg button will merge the UV points. To export the level 1 mesh, select Tool + Export, turn on Mrg, and turn off Grp. When exporting an OBJ from your ZTool, be sure you are at the lowest subdivision level or the level you want to generate your displacement map from.Ģ.
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Begin by exporting the lowest subdivision level of your ZTool from ZBrush as an OBJ file. mental ray comes with Maya and offers extremely powerful rendering options for displacement mapping:ġ. For rendering, we’ll use the mental ray render plug-in. We’ll look at various options for UV mapping as well as methods of replacing the UVs on the ZTool before exporting geometry and displacement maps.
ZBRUSH TRIAL DECIMATION MASTER HOW TO
In this section, we’ll discuss how to export your mesh from ZBrush as an OBJ file ready to import into Maya. Exporting Your Model from ZBrush Manually
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