Why are Textures so hard? Please help
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Is there a way to a UV map with the actual texture of the UV map? I want the grid on my texture map so I can take over to photoshop and know where I am actually painting. I'm having such a hard time with textures. What is the easiest way to get a new texture on the character using Zbrush? All the tutorials haven't been helping at all.
I remember back in the old Poser days I'd use UV Mapper, a freeware program. Import an OBJ, then save that picture. It was that easy. Is there a way to do it now?
I'd like to use Zbrush and take a wireframed texture into Photoshop.
Why is this so hard? I mean shouldn't it just be one simple click and boom like GoZ?
Color me upset.
Comments
Have you tried exporting as OBJ and using UV Mapper, or Hexagon, to generate the template?
No. UV mapper I haven't used in awhile. I don't think the classic works as good with the newer models. I don't use Hexagon. Is it easier to generate? It just that Zbrush is a constant fight.
There is a script to create UV-templates from mCasual called mcjTemplate.
I would try painting the textures in Photoshop 2D first. Did you know you can load an OBJ into Photoshop and paint on it in 3D? Have tried it once but wasn't impressed but maybe it's an option for you.
Painting on the mesh in 3D is the only way to eleminate visible seams of the UV islands and textures.
As far as I know ZBrush only supports one texture map for the current mesh and you can't paint it directly it has to be converted to vertex color - therefore you have to subdivide the mesh quiet high to get some resolution.
If you plan to create skin textures for some genesis figure you can only choose to paint on one texture like the face, torso or limbs at a time with ZBrush at least with the version 4R8.
I think all in all ZBrush isn't that practical to paint skin textures for genesis figures.
I haven't tried Hexagon. I'll check it out. Have you had any success using Mudbox?
I don't have Mudbox (and can't paint for toffee).
I just use the UV view in DS and take a screen shot of the UV that comes up and then crop that screen shot down ,then take the cropped pic to GIMP ,and scale it to 4096 x 4096 ,and I work with that ....... of course it has to be done for each UV map
You need to be very careful about where you crop or the map will be slightly mis-sized.
yup yup use the borders it gives me and so far so good ....but I should add I always color outside of the lines....
Blenders uv mapper is free and you can create your own islands and item id's. You could import obj and create your own seams to generate the uv how you like. Also there is a uv template plugin in the marketplace for daz, I bought it and it's pretty nice. It's in the addons section of the marketplace, it was called uv tailor.
Sorry I didn't have time earlier but here is a screenshot with UV Tailor Plugin, the left is a uv map with texture and grid from UV Tailor, basically load a figure and go to materials select the surface your interested in having a map for, choose your settings and bam, instant map with grid, or just wireframe etc. Seams are always marked and you can clearly see where to paint.
It isn't a free plugin but its a very good add and money well spent if you will be doing custom maps often. I have yet to find any flaws in it and would recommend it.
I need help with this as well. I'm trying to use mudbox, which seems like a pretty user-friendly/accessible program for texturing... I started simple, just trying to make some eyebrows, which I was going to add to the skin builder 8 script. All I wanted to do was create a bump map and a color map. So I created those two layers, and finished them, but now I'm stuck on exporting them. I tried right-clicking on my bump map and exporting, but instead of one bump map jpg I get eight jpgs that are just black squares. This stuff seems to be built with the intention of discouraging people trying to learn it. The program itself is fun to work in and fairly straightforward in that regard, but how the heck do I apply anything I've done in it to a daz model in daz studio? I've looked around on youtube and autodesk for information, but I guess I'm expected to psychically intuit this stuff...