View Full Version : Zbrush and UV's
LFatone
02-21-2009, 08:05 PM
So I'm taking Zbrush online at AAU this semester - and I got all the way up to the part about UV'ing - question though, because this is not addressed in the module for this topic - can I overlap uv's in zbrush? I remember hearing that I can't, but nothing is said about it at all anywhere, so i'm a bit lost.
I'm attaching a ss of my model/uv's I unwrapped them, but didn't really arrange them at all since i wasn't sure what to do about overlapping.
Any feedback - both about the model itself - and about how to handle UV's for exporting to zbrush is greatly appreciated
Thanks,
Lee
oh look, another anime chick.
Wow lee, way to branch out :)
LFatone
02-22-2009, 03:12 PM
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it's supposed to be a guy.....
like a young kid (early teens?), with emo hair. ha ok i guess that didn't work out so well >.<
ok back to the drawing board, but do you know the answer to my question? about zbrush, uv's and overlapping?
i think it's the hair that makes him look like a chick, cos when i hide it, it is def a guy, i'll change the hair and see how it goes
its the lips and large eyes that are doing it for me. Dunno about ovelapping uvs, but Ill bet zbrush doesn't like it.
How about something photo real mr character artist?
LFatone
02-23-2009, 07:17 PM
ay dios mio con lo que saliste!!!!
I know I know! I need to do something photo real :( I just hate photo realistic so much every time i sit down and try to do something I just drift back off into shiny happy colorful japan land XD
I know these guys aren't going to get me a job in the industry, I just really enjoy doing them, this was gonna be the last character in the set of three that I did for my little anime folks.
I do have a plan though regarding making photo real stuff I am gonna take next summer off to focus on making stuff that is a bit more umm... diverse he he he- i need to start getting a real/website together anyway.
I promise I'll post some variety lol, it just won't be today :D
LFatone
02-23-2009, 09:37 PM
ok so i changed some stuff-
i started bulking out his arms a little bit - i didn't want to do too much though, because i want him to maintain kind of a scrawny appearance. I also changed his face - made the eyes a bit smaller and less round, also made the mouth less pouty. Yeah looking at the before and after I totally see what u mean O.o''
I'm ok if he's a bit androgynous, but I want him to read clearly as a guy (ugh I so should have made more guys in my classes I probably wouldn't have this problem)
His arms still need a bunch of work....
but anyway, is it reading better as a dude now?
he's currently just over 4700 tri's, he'd be lower, but i can't optimize with tri's cos i am gonna be importing him into zbrush at some point
Hey Lee,
I'm in that class too. Jason mentioned that overlapping UV's were ok to do if you'd like. While you could conceivably really pack it in, it might be better to be kind of choosy. I'm imagining that everything we're going to do texture-wise won't really be on a budget as this kind of thing is usually rendered anyway... so conceivably you could do massive textures, more or less nullifying the point of packing these in and overlapping a lot. It all depends on how you like to work, I think.
Long story short - the module says it's ok.
LFatone
02-24-2009, 07:16 AM
ah, thanks! I suppose I should start reading the modules.....
I had to go reread it myself. It's buried somewhere in a random spot, hehe.
rburke
02-24-2009, 08:22 AM
if your going to zbrush this you should unwrap it to multiple maps. no reason to stay in one map like that if your class is not requiring it. That is just my 2 cents. and avoid overlaps though those may not cause initial problem but later down the line it will and you can do you overlapping as a last step as well.
Second page of mod 5:
No overlapping UVs.
Conflicting info, but I guess don't overlap em after all :/
LFatone
02-28-2009, 09:13 PM
ok I spent too much time on this - moving it into zbrush, here is the updated low res, I think it looks more like a guy now...
make the pose a tad more dynamic, move shoulders back, bend knees a bit more....