vilters opened this issue on Jun 13, 2012 · 105 posts
joequick posted Thu, 14 June 2012 at 1:45 AM
Quote - > Quote - What are the new limitations? I have done a displacement map @ 8126x8126. This was for V4s 3 4096maps plus 4 smaller maps for eyes, lashes,trans etc.
I should explain this.. Zbrush likes a single UV map so, adding V4's 3 4096 UVmaps and her smaller ones to the last quadrant makes it 8126x8126. Once the displacement map is made this saves out fine. This gets cut up back to 4096, etc again for regular image maps in paint prog for Poser... This gets past the bodypart seam issue.
You can use multiple maps in zbrush and not have to worry about seams or jump through hoops. All you do is paint your texture on the full body, then use polygroups to export each map to photoshop or where ever. Your seams will be fine.
~Shane
Ditto.
I don't know why people insist on making this part harder than it is. For instance, if you're working on a 4th or 5th gen Daz figure... First autogroup it, then shift click it and delete hidden geometry (thus getting rid of eyeballs, teeth, fingernails). Then autogroup by uv group, then manually group the limbs together, the torso and ears, and leave the face on it's own. When you're exporting textures, just do them in those three chunks by hiding the other two and generating your texture from polypaint or your bump maps from the higher subdivision levels.
Everywhere I go people keep insisting that you need to create some sort of fancy signle uv map vickie and then break the maps back up and rotate them by hand, wasted extra time and effort.