I made the uv's in Zbrush and exported everything into Rhino. When I try rendering the seams are very large. Does anyone know how to fix that?
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What is the right way to do this?
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Re: What is the right way to do this?
I working on that to try to figure out. One quick question, what tools you have in the top right corner of sketchup? The tools in blue?
I will keep a post when I figure out.
Kelper.The best that I can do is keep learning, and the Renderings are just a small step to get real.
THE ONLY DIFFERENCE BETWEEN FICTION AND REALITY IS WHEN FICTION HAS TO BE CREDIBLE
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Re: What is the right way to do this?
Kelper - I think he's using Rhino, not SU.
Justin - what does the original image look like - It may be that the alpha map does not match up correctly and so the black lines could be from where there is extra image information that is not being masked. Is there a way for you to check or modify the original image?
-Andy
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Re: What is the right way to do this?
I am using rhino in and not sketchup.
The UV's and texture map come straight out of Zbrush. I polypainted the surface so there is no original image outside of zbrush. I tried extending the border overlap in zbrush but once in v-ray it doesn't help at all. As far as an alpha I don't know. I'm not using one unless you consider the texture map an alpha.
I don't understand how the texture map doesn't line up in v-ray. I would think it should work without much effort, but I'm wrong and need to figure it out some how (not necessarily for this project, but just for other future projects). Thanks for you help so far.
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Re: What is the right way to do this?
Here is another test. If you look at the render you will notice that the black is still there. I played with the borders of the texture map. In photoshop I expanded the border (in orange) and then I also made the border smaller (the blue) and filled it in. Between the white and orange would be the original border.
So if you notice there is orange does not show up in the render. So extending the borders does not help.
Any ideas? I'm assuming it has to do with the uv's. In v-ray they are not coming together like they should.
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Re: What is the right way to do this?
Since I never hat problems with imported mesh UV and the border at Rhino I suppose so it's a z-Brush issue and best you ask at the forum there.www.simulacrum.de - visualization for designer and architects
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Re: What is the right way to do this?
Thanks. I'll continue to look into it. A long time ago I did ask over on the zbrush forums and they bounced me to the v-ray forums saying it's not them. So I don't know where the problems lies (probably me), but I can't solve this and no one else seams to be able to either. Maybe it's an issue with the import settings from rhino? If so then who know the right settings?
I had a friend take a similar mesh of mine with this very problem and had no trouble using it in other software packages that I don't have like maya and light wave. He had no problems with the uv's and rendering.
If you are also using zbrush and importing the uv's into rhino to render in v-ray (as I see from your post it appears that you have done this before) then could you let me know the correct process? Am I missing something?
If anyone has Zbrush and would do a simple test like I've done and let me know if it's just me or something else, please do and let me know. Thanks in advance
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Re: What is the right way to do this?
I don't used z-brush, but often I used other meshes with own UV and don't know your import problem. So I suppose so the OBJ import isn't the problem, the OBJ could be it.www.simulacrum.de - visualization for designer and architects
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