Unwrap Import

unwrap02.PNG

unwrap.PNG
Hallo everybody,

I reached a problem with re-texturing a model after importing an unwrap from other soft.
Attached im sending two pictures for illustration.
So the thing is that after retexturing i´ve got completely different result as the was the imported unwrap.
I giess it will be just a small mistake in my settings besauce on previous models i managed it without problems.

any ideas?

Thanks a lot

Hi Tomas B

Are you using latest official build or unofficial one ?

  1. UVs created in external app ( What app precise ? 3DS max or special plugin ? )
  2. Importing OBJ back to RC
  3. after import you click on MODEL and can see UVs details ( checking if UVs are imported properly )
  4. use of TEXTURE Button only ( key F9 ) ?

Hi Wishgranter,

What do you mean by latest official build? If it about latest update from RC than yes i have it official.

  1. UVs were created in Zbrush and adjusted in 3Ds Max
    2 Imprted in RC
  2. Where i can find the MODE button? i didnt find it… sorry :slight_smile:
  3. Texturing was done by RECONSTRUCTION/Texture

Hi Tomas B

MODE –> MODEL

Small question why are you creating UVs in MAX ? Its not easier to get them done in RC ? as the ones form MAX are not very efficient on UV space…

Hi Wishgranter ,

I was not creating them in Max. I created it in Zbrush - there I connected all the small pieces into one big texture. And as im not so experienced in Zbrush, I decided to save some time and split this one big texture into a 4 parts as you can see on my attached picture. For further work with texture its not so good when are UVs splited into a thousands of small pieces.
With MAX it was just a test, im planning to do it just in Zbrush, but for that i need some time.

But comming back to my first question, Should RC normally keep the imported unwrap, right?
So is this way how to do correct: at first to import the model with new unwrap and then just simply press TEXTURE and keep the style on Maximal texture count or Fixed texel size? And then i should get the texture in the shape of my imported UVs, or?

I was doing it before and it was working therefore i Dont understand what im doing wrong now.
Thanks

Hi Tomas B

But coming back to my first question, Should RC normally keep the imported unwrap, right?
So is this way how to do correct: at first to import the model with new unwrap and then just simply press TEXTURE and keep the style on Maximal texture count or Fixed texel size? And then i should get the texture in the shape of my imported UVs, or?

YES, RC keep the UVs and just press TEXTURE button, that is all. If they get removed then because they are not stored correctly.

For further work with texture its not so good when are UVs splited into a thousands of small pieces.

From where you get this idea ? custom UVs are created only if want “human friendly” UVs for easier post in Pshop or etc 2D sw. If you are using good 3D painting sw then its even easier to use RC UVs and you not need to care about UVs at all -> easiest workflow…

Ok cool. Than i will try to create new UVs once more to see why it didnt work.

Big, connected uvs are better if you wanna create and use normal, bump or displace maps. In case you keep them split into a thousands of small parts you woun’t get a cleen surfaces. That is the best way for gaming industry. At least thats what my knowledge says :slight_smile: