Hello, when I tried to transfer textures in mudbox, I got this result. The models have the same verts, edges, faces and tris, but have different uvs.
Any thoughts on how to fix this?
Thank you for your time.
Solved! Go to Solution.
Hello, when I tried to transfer textures in mudbox, I got this result. The models have the same verts, edges, faces and tris, but have different uvs.
Any thoughts on how to fix this?
Thank you for your time.
Solved! Go to Solution.
I belive they are the same. The only differnce is that I had the nipples raised in zbush with the original and the other has no raised nipples and new uvs. I have tried just random paint in mudbox and tried to transfer, but the same thing has happend. The first two pics are the models in maya with the verts, faces, ect and the third is what I tried to do in the Extract texture maps options.
I belive they are the same. The only differnce is that I had the nipples raised in zbush with the original and the other has no raised nipples and new uvs. I have tried just random paint in mudbox and tried to transfer, but the same thing has happend. The first two pics are the models in maya with the verts, faces, ect and the third is what I tried to do in the Extract texture maps options.
I actually made them in daz3d, I did do the uvs in Zbrush though and the painting in mari. Attached are the models themselves. Thank you so much so far with your help.
I actually made them in daz3d, I did do the uvs in Zbrush though and the painting in mari. Attached are the models themselves. Thank you so much so far with your help.
The "star" polygons you had on your object were causing the problems, also you might want to scale the UV tiles a little in Maya as they are touching the borders of the multi-tile UV's you have laid out.
To successfully do a transfer, export your zBrush mesh at the lighest resolution/level, re-import that into mudbox, hopefully your system can handle it, do a "rebuild subdivision levels", also I have included a retopolgized mesh, that is free of mesh errors.
Your UV issue which is an easy fix, I'm taking into consideration that you have a good level of understanding of Maya UV tools to scale the individual UV islands, slightly ?
As for how do you paint transfer, you could try after retopologizing your mesh to do a texture transfer in mudbox or maya between the two low polygon meshs, that being the retopogized mesh and a low polygon version from that of zBrush, in hopes you retain all, or some of your texture paint layers.
The "star" polygons you had on your object were causing the problems, also you might want to scale the UV tiles a little in Maya as they are touching the borders of the multi-tile UV's you have laid out.
To successfully do a transfer, export your zBrush mesh at the lighest resolution/level, re-import that into mudbox, hopefully your system can handle it, do a "rebuild subdivision levels", also I have included a retopolgized mesh, that is free of mesh errors.
Your UV issue which is an easy fix, I'm taking into consideration that you have a good level of understanding of Maya UV tools to scale the individual UV islands, slightly ?
As for how do you paint transfer, you could try after retopologizing your mesh to do a texture transfer in mudbox or maya between the two low polygon meshs, that being the retopogized mesh and a low polygon version from that of zBrush, in hopes you retain all, or some of your texture paint layers.
Im sorry, but are the star polygons? The eyes? Is there a way to fix the star polygons without creating new topology? Also, when I tried to do ray casting option in extract texure maps, the target just turned black. Is this also because of the star polygons?
Im sorry, but are the star polygons? The eyes? Is there a way to fix the star polygons without creating new topology? Also, when I tried to do ray casting option in extract texure maps, the target just turned black. Is this also because of the star polygons?
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