

It would be better to try and give the mesh UVs on a lower subdivision level with fewer polygons to work with. You’ll either have to flip the UVs back, or flip the texture vertically. If the result of either looks like a mess when on the model itself, this is most likely due to how zbrush flips the UVs vertically. If you want a texture that is more readable to our eyes, use UV Master instead of the Auto UVs. It should look fine when on the model itself. That should only apply to human eyes, not to how the computer will read and display the texture. So the importer has to be a bit more specific in order to use that extra information. Polypaint is just a vertex-color property, and as far as I know vertex-colors are not a standard part of the OBJ file format. ZBrush will save an OBJ with it’s polypaint data as long as the tool actually has polypaint on when you export, but from there on out it’s up to the program you’re trying to open it with to do the rest. Simply put: Zbrush will export polypaint information easily enough, but not every program will import it.

Thanks for responding Cyrid, I will read as much as I can about what xnormmal is as i can, maybe something will click.įor the first part Im not sure what you are talking about

When I am able to make uv’s they produce the most bizarre files, taking what was scrambled in new from polypaint and pixolating the hell out of it into lots of dots or just stuff that looks like a jpeg error.ĭoing the uv thing takes a LONG LONG time (way over an hour) and I don’t even know what I’m making it for other then I have tried everything else and nothing works.Īnyhow I have spent three days and a lot more bandwidth then I can afford on this project and have gotten nowhere so far so I will have to stop till next month. Making UV’s with the Uv pallet makes this worse or in most cases just hangs or crashes ZBrush. New From Polypaint makes a wild scrambled mess… I got Xnormal but have no clue what to do with it. Clone the map to send it to the texture palette where you can then flip it vertically and export.įor the first part Im not sure what you are talking about, but on the second part you have nailed where the problem seems to be I guess (the uv bit).

The alternative is to give the tool a set of UVs, and use Tool: Texture Map: New From Polypaint to convert the polypaint into a texture. Xnormal should be able to read the data, and possibly a few other programs (some programs you may have to set up the material to use the vertex color data for the diffuse, while others might not even both to read the vertex color when importing the OBJ so polypaint would be useless in those cases). If you export the OBJ while polypaint is on, it should export with it.
