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Mapping 3D model texture coordinates

From: ZBrush 3 for Windows Essential Training

Video: Mapping 3D model texture coordinates

Using UV Texture Coordinates in ZBrush is something you are going to be concerned about if you are interested in using models created in ZBrush and other programs such as Maya or 3DS Max. If you are only using ZBrush itself and you are not worried about these other programs, then you might not care about UV Texture Coordinates that much, you might not ever actually use them. But I'd like to talk a little bit about working with UVs for those of you who want to incorporate ZBrush into your Maya or 3DS Max or your other 3D packaged pipeline.

Mapping 3D model texture coordinates

Using UV Texture Coordinates in ZBrush is something you are going to be concerned about if you are interested in using models created in ZBrush and other programs such as Maya or 3DS Max. If you are only using ZBrush itself and you are not worried about these other programs, then you might not care about UV Texture Coordinates that much, you might not ever actually use them. But I'd like to talk a little bit about working with UVs for those of you who want to incorporate ZBrush into your Maya or 3DS Max or your other 3D packaged pipeline.

If you are going to create a 3D model in ZBrush that you want to use in another 3D program such as Maya and you are painting textures to render in Maya, you are going to want to create UV Coordinates for your 3D models. You can do this in ZBrush and I will show you how to work with UV Texture Coordinates. I'm going to use the femaleHead_v01 model and this is a model that Premium Users can use. I'm going to draw this on the canvas and switch to Edit mode, press F to focus my model. Now I can see the model, it already has several levels of subdivision, but I'm going to keep it down here to 1.

I'm going to switch the material to the FastShader, which gives me a good idea of what's going on here. This model actually already has UV Texture Coordinates, meaning it has texture coordinates built into the geometry itself that can tell Maya or 3DS Max or whatever other program how to actually apply the texture to the model. If I want to see these texture coordinates in ZBrush a good way to check them is to go to the Tool palette, I'm going to collapse Geometry for the moment and expand Texture and I'm going to press UV to Texture. And what this will do is this will create a texture that displays how the UVs are laid out on my object.

So you can see, if I hover over here there is an image of the UV Texture Coordinates. If I want to remove this I can just choose Texture Off. When you are working with UVs you want to check and make sure that there are no problems with the UVs like overlapping or just badly positioned UVs. There is a great way to check this in ZBrush and that's to press UV Check. So if I click on this button, I can see that I have a little red space right here. This red mark is indicating a problem with the UVs.

If I hover over here you can see it right there as well. Whenever I'm working with a 3D model and I'm working with UV textures I always do a UV Check just to make sure that there are no problems like this. Now you may be wondering, her eyes are looking a little bit off there and that's because when you apply a texture to a model that has sub- tools like the eyes here, the texture is applied to the model and all of its sub -tools. So a copy of this image, right now, is being applied to the eyes, which make it a little bit strange. I tend to forget of it sometimes. But I will turn the eyes off there, so that's not as distracting. So how do we fix this problem with our UVs. There are a couple of ways to go about it. One way is to simply export this model as an OBJ, bring it back into Maya, fix the problem with the coordinates and re-import it back into ZBrush.

And we will talk about that workflow a little bit more in another movie, but if I want to fix this UV problem, here, in ZBrush I can actually create new textures coordinates automatically. The way you do that is in the Texture palette. There's a bunch of different ways to apply UVs to an object here. If I hold the Ctrl key down I get a description for how to apply each one. But I will tell you that 99.999% of the time I use Adaptive UVTiles. This basically creates a UV Texture Coordinate based on the topology of the model. So where there is more resolution in the model, it actually adapts the UVTiles to compensate for that.

To create UVTiles, I'm going to turn the Texture Off here, and press AUVTiles. You won't see any immediate change in the model, but if I choose UV to Texture, now, I can see the new UV Texture Coordinates. Right here, it just looks like a big square that's because it's computer generated UVs, they are not the same as if I went into Maya and created the UVs by hand, it's just a computerized way to map the coordinates on the model.

Sometimes that's good enough, if you are really working on a high-end project it's usually a good idea to create the UVs yourself, so that when you look at the UV coordinates you can actually see the shape of the face and having them it makes it easier for doing additional texturing in programs like Photoshop, but that's just basically a little bit of 3D animation workflow for you. If I do UV Check, now I don't have any problems in my UV, everything is gray, so I know that these UVs are safe. And that's the basics of working with UVs in ZBrush. Personally, I prefer to do most of my UV Mapping in a program such as Maya and then re-import those UVs into ZBrush. When you use the OBJ format, which is the standard 3D model format, UV are stored with the model.

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This video is part of

Image for ZBrush 3 for Windows Essential Training
ZBrush 3 for Windows Essential Training

80 video lessons · 10403 viewers

Eric Keller
Author

 
Expand all | Collapse all
  1. 2m 27s
    1. Welcome
      30s
    2. Using the example files
      46s
    3. Overview
      1m 11s
  2. 26m 18s
    1. Understanding pixols
      1m 58s
    2. Establishing canvas size and color
      2m 30s
    3. Positioning 3D objects
      4m 33s
    4. Working with trays and palettes
      2m 52s
    5. Sculpting models in Edit mode
      3m 12s
    6. Discovering sculpting brushes
      5m 29s
    7. Saving models
      1m 27s
    8. Managing memory in ZBrush
      1m 44s
    9. Setting interface preferences
      2m 33s
  3. 1h 52m
    1. Customizing the startup 3D meshes
      5m 44s
    2. Deforming 3D models
      5m 11s
    3. Activating symmetry
      4m 35s
    4. Creating armatures with ZSphere
      8m 28s
    5. Posing armatures with ZSphere
      8m 54s
    6. Working with levels of detail
      7m 33s
    7. Masking geometry
      5m 43s
    8. Hiding and showing polygons
      6m 29s
    9. Organizing geometry using polygroups
      8m 57s
    10. Extruding geometry with edge loops to make necks and ears
      10m 11s
    11. Creating sharp edges with the Crease tool
      4m 19s
    12. Adding parts to your model with subtools
      5m 18s
    13. Posing models with Transpose pt. 1
      7m 35s
    14. Installing the Subtool Master plugin
      4m 29s
    15. Posing models with Transpose pt. 2
      13m 52s
    16. Installing the Transpose Master plugin
      5m 7s
  4. 58m 51s
    1. Sculpting with brushes
      11m 22s
    2. Choosing stroke types
      2m 20s
    3. Using Lazy Mouse
      4m 28s
    4. Sculpting fine details with alphas
      5m 9s
    5. Creating alphas
      6m 46s
    6. Creating stencils from alphas
      9m 28s
    7. Storing morph targets
      6m 4s
    8. Isolating details with 3D layers
      6m 23s
    9. Building surfaces by extracting meshes
      6m 51s
  5. 1h 13m
    1. Picking colors
      3m 2s
    2. Applying textures
      4m 15s
    3. Creating seamless textures
      3m 8s
    4. Painting models
      7m 51s
    5. Mapping 3D model texture coordinates
      5m 32s
    6. Adding sculpture reference planes
      11m 21s
    7. Applying materials
      4m 10s
    8. Modifying standard materials
      10m 17s
    9. Applying MatCap materials
      2m 22s
    10. Creating MatCap materials
      9m 9s
    11. Creating bump maps
      5m 55s
    12. Painting with photos
      6m 31s
  6. 6m 7s
    1. Exporting models
      2m 30s
    2. Importing models
      3m 37s
  7. 1h 1m
    1. Getting started with 2.5D tools
      5m 10s
    2. Modifying paintbrushes with stroke types
      3m 42s
    3. Positioning strokes and models on the canvas
      5m 14s
    4. Using snapshots
      7m 32s
    5. Understanding ZSub and ZCut
      4m 2s
    6. Creating document layers
      7m 47s
    7. Applying transparency
      3m 23s
    8. Lighting the canvas
      9m 3s
    9. Rendering in ZBrush
      6m 10s
    10. Tuning shadows
      4m 53s
    11. Baking lighting into the graphic
      2m 15s
    12. Creating a sense of depth using fog
      2m 37s
  8. 7m 12s
    1. Recording ZBrush movies
      3m 23s
    2. Using macros and ZScripts
      3m 49s
  9. 20m 50s
    1. Can't rotate or move the model
      1m 0s
    2. Can't sculpt on the model
      59s
    3. Can't adjust the lighting
      47s
    4. Can't control disappearing strokes
      52s
    5. Can't move objects smoothly with the Gyro
      2m 2s
    6. Can't move the model on the canvas
      1m 40s
    7. Can't see some parts of the model
      38s
    8. Can't subdivide the model
      2m 27s
    9. Can't control the pivot of the model
      2m 2s
    10. Can't maintain symmetry
      1m 37s
    11. Can't control subtools
      2m 28s
    12. Can't rotate with Transpose without distorting the model
      1m 51s
    13. Can't activate the Transpose tool
      1m 0s
    14. Can't get rid of blurriness on the mask
      1m 27s
  10. 26s
    1. Goodbye
      26s

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