crawdy Allen
Registered User
Join date: 6 Aug 2009
Posts: 1
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01-16-2010 04:21
hi
I m using Zbrush 3.5. And always had this following problem:
1) for instance, i buy a premade sculptie. Which (if you texture it in second life with a texture) will usually always appear proper on the shape.
2) so i for instance want to reform it and upload it in Zbrush to work out my own shape a bit.
3) after the shape is done and i upload the one i want in SL as soon as i drop a texture on it it looks messed up 1000 x 1000 doesnt look proper anymore...
can you help me out please.
thanks in advance
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eku Zhong
Apocalips = low prims
Join date: 27 May 2008
Posts: 752
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01-17-2010 12:39
when you alter a sculpt.. then of course the texture will look strange.. youre moving the vertices around ..
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Virrginia Tombola
Equestrienne
Join date: 10 Nov 2006
Posts: 938
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01-17-2010 15:25
Eku's right, unfortunately. There's only one UV map (essentially a spherical projection) for SL sculpts. So, you don't have the option of playing about with the map or just remapping it. If you move two verts, the texture betwixt them will stretch or compress.
That said, you could try a couple of things. First take your Ztool and click divisions four or five times to get the points up around 500,000 to a million, then slap the texture on, polypaint>>polypaint from texture. Then go ahead and sculpt away, but you'll be able to use your polypaint tools to "clean up" the stretched parts. When done, texture map>>new from polypaint, export the texture (if you're new to 3.5 from 3.1, don't forget to clone the texture to get it over to the left side of the interface thing) then drop your tool to the lowest division level and export the geometry.
To help with the cleanup, you might want to clone the Ztool after you go polypaint>>polypaint from texture. Then append it as a subtool and use Zproject in texture mode to transfer the polypaint from the original to the sculpted model.
Hope that helps! Truthfully, it might just be easier to make your own texture, though.
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