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Sub-D to Poly Repaint Map

 
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ppeluse



Posts: 4
Joined: 24 Sep 2007

PostPosted: Tue Jan 05, 2010 10:36 pm    Post subject: Sub-D to Poly Repaint Map Reply with quote

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?
Rolling Eyes
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headus
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Joined: 24 Mar 2005
Location: Perth, Australia

PostPosted: Wed Jan 06, 2010 12:58 am    Post subject: Reply with quote

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
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ppeluse



Posts: 4
Joined: 24 Sep 2007

PostPosted: Wed Jan 06, 2010 12:59 pm    Post subject: Reply with quote

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.
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