What is ZBrush UV mapping?īefore we start discussing how we can use a UV map for our model I would like to tell you what a UV map is exactly. So today we are going to discuss every important aspect of the UV map so that we can easily create it for our model. Here we have a UV master plugin in Zbrush Plugin that generates UV coordinates for our chosen Zbrush model in just a single click if we have created a good arrangement of poly groups for our model. Such as we can create clear poly groups and then by going few options of Zplugins we can do it. For wrapping images to our object it needs to assign UVs to the model and for doing that we have some ways in Zbrush.
It doesnt matter if the fingers are separate polygroups, if the resolution of the dynamesh is too low and the meshes are too close they will join.Zbrush UV Mapping is a process through which it can wrap any images onto a three-dimensional object. Either raise the resolution of your dynamesh or spread the fingers out for sculpting. What cryrid wrote about the fingers was right on. If they are separate subtools merge them run dynamesh (with groups off) and start sculpting. Your picture of the whole model looks fine.
If you are working on a less powerful (laptop or notebook) machine than the writer then working on a lower resolution will mean you can work more quickly. The polygroups are only a handy way to show and hide parts of the mesh as you work on them. If you have a general shape you can sculpt from that. The more you practice the less important this will be. That is also the reason why when the writer sculpts on the mesh it appears to be one form, because it is. The lower your resolution the more shape you loose.
Dynamesh works on a resolution you set but if your model size is much smaller than the writer's your resolution will be much lower. If your problem is that you are loosing too much shape on your subtools when you dynamesh them its because your resolution setting is lower than the writer of the book. Once the pieces are booleaned together I'd use Zremesher to clean things up a bit, but if you plan on dynameshing it later on then you'll still run into the issue where the fingers are too close together. You could turn every polygroup into its own subtool and do it that way, or break it into more manageable pieces (maybe separate each finger into its own subtool, dynamesh the cylinders together, then live boolean those back into the hand). Once you're done with dynamesh and have it turned off for good then you can always go back and pose the fingers closer together again.Īlternatively you could use Live Booleans to fuse shapes together with a precision that doesn't rely on any resolution value.
Try having them span out wide as if they're trying to palm a basketball. When you dynamesh, especially at lower resolutions like you're using, you'll want to try and space your digits out so that they won't get fused together. And the result is fine all parts are welded, but at some areas it seems like Zbrush didn't make the difference between two polygroups, here a screen so you can see clearly what's going on:įirst make sure they're not overlapping and touching each other ( the ring finger and pinky look like they might be, though that could just be the angle of the screenshot).