 |
headus 3D tools / 3D scans Support Forums
|
 |
View previous topic :: View next topic |
Author |
Message |
ppeluse
Posts: 4
Joined: 24 Sep 2007
|
Posted: Tue Jan 05, 2010 10:36 pm Post subject: Sub-D to Poly Repaint Map |
|
|
Just a thought right now but would be nice to know before going through the process.
Is the new Repainting Map option capable of taking a Sub-D uv and texture then transferring the texture pixels to the same object using newly optimized Poly uvs?
 |
|
Back to top |
|
 |
headus Site Admin

Posts: 2902
Joined: 24 Mar 2005
Location: Perth, Australia
|
Posted: Wed Jan 06, 2010 12:58 am Post subject: |
|
|
Yes, that should work. When repainting you select the source mesh and texture, and it wont matter if that OBJ is a Poly or a SUBD as far as the repainting calculations go.
Unless you're talking about subdivided UVs that is; these are exotic things usually reserved for high-end film rendering in Renderman. Currently UVLayout repaint only works with linear UVs.
Phil |
|
Back to top |
|
 |
ppeluse
Posts: 4
Joined: 24 Sep 2007
|
Posted: Wed Jan 06, 2010 12:59 pm Post subject: |
|
|
ok cool, that pretty much answers my question and is nice to know i have that option.
i have hard surface poly objects with poly uvs brought into to zbrush, but when i subdivide, poly to texture in zbrush creates a thin-bar-like-line near the edges of my textured object.
Seeing this line, and after watching the sub-d uv tutorial, I tried too sub-d my uvs using UVlayout's method on the same object back into zbrush, then discovered it corrected the thin-bar-like-line effect, but also set my uvs up for a not-so-good scenario, because if i want my object for a non-sub-d pipeline such as using polys with normals, i would end-up with a map not usable, the normals or textures wont work correctly unless the object is subdivided in its final destination.
I never sub-d my uvs prior to bringing them into zbrush, this was something i wanted to try to see if it would correct that line-distortion. I think it was one of zbush's many bugs added to recent releases. I'm pretty sure zbrush should automatically subdivide a poly mesh regardless of it's a sub-d object or not and assign the right textures where the uvs are without this line. |
|
Back to top |
|
 |
|
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You cannot download files in this forum
|
Powered by phpBB © 2001, 2005 phpBB Group
|