Roberta Dalek
Probably trouble
Join date: 21 Oct 2004
Posts: 1,174
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04-28-2005 06:59
I'm not sure Zbrush works with the Second Life Avatar. It doesn't support objects with more than one UV map (the av has 3) and doesn't like UV overlap which the av seems to have as well. You can paint on individual poly groups but this doesn't seem to be very helpful. This link has info about the problem (it's not my post) but I can't see how to relate this to the SL Avatar model : http://206.145.80.239/zbc/showthread.php?t=25351Is there a way of setting up the avatar file to solve this problem? The notecard that came with them mentioned Zbrush so I presume it is possible... I've attached a texture map from Zbrush to illustrate the problem 
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Roberta Dalek
Probably trouble
Join date: 21 Oct 2004
Posts: 1,174
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04-28-2005 09:13
I think I'm getting slightly further. It looks like all three textures are overlayed on each other, (and are upside down as well) http://206.145.80.239/zbc/showthread.php?t=18093&highlight=poser Looks like it might be the answer - involving doing each texture separately and saving them.
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Mattt Surface
Registered User
Join date: 9 Jul 2005
Posts: 1
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08-01-2005 10:39
Ok I'm going to have to bump this thread cause I'm having the same problem with the uv mapping in zbrush. Trying to display the uv groups seperately only results on one color coded uv group on the mannequin. Would it be a better idea to try and untangle the uv map with a program such as Deep UV and then going back to zbrush?
Zbrush is a great tool but it's a shame that we can't use it for Second Life content creation.
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krizzz Richardson
Registered User
Join date: 5 Jul 2006
Posts: 18
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07-17-2006 09:38
hmm yes i would like to know too.. the avater.obj seems to have layed out uv's so i guess you can import export seperate objects for each part.. but the female and male are one big mess ?
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