بهترین نرم افزار حجاری و مدلسازی پیچیده ؟!
با استفاده از مختصات بافت UV در ZBrush چیزی است که شما می خواهید در مورد اینکه آیا شما علاقه مند به استفاده از مدل های ایجاد شده در ZBrush و برنامه های دیگر مانند Maya یا 3DS Max. اگر فقط از ZBrush خود استفاده می کنید و شما در مورد این برنامه های دیگر نگران نباشید، پس شما ممکن است در مورد آن نگران نباشید بافت UV هماهنگ شده است، شما همیشه ممکن است از آنها استفاده نکنید. اما من می خواهم دوست دارید کمی درباره کار با UVs برای کسانی که مایل به صحبت هستند صحبت کنید ZBrush را به مایا یا 3DS Max یا دیگر خط لوله بسته بندی شده خود اضافه کنید. اگر قصد دارید یک مدل 3D در ZBrush ایجاد کنید که می خواهید در دیگری استفاده کنید برنامه 3D مانند مایا و شما نقاشی بافت برای ارائه در مایا، شما می خواهید برای ایجاد مختصات UV برای مدل های 3D خود را. شما می توانید این کار را انجام دهید در ZBrush و من به شما نحوه کار با مختصات بافت UV را نشان خواهم داد. من هستم رفتن به استفاده از femaleHead_v01 مدل و این یک مدل است که کاربران حق بیمه می توانید استفاده کنید. من قصد دارم این را روی بوم قرعه کشی کنم و به حالت ویرایش بچرخم، F را فشار دهید برای تمرکز بر مدل من حالا من می توانم مدل را ببینم، در حال حاضر چندین سطح دارد
00:01:12 subdivision, but I'm going to keep it down here to 1.
00:01:15 I'm going to switch the material to the FastShader, which gives me a good idea
00:01:19 of what's going on here. This model actually already has UV Texture
00:01:23 Coordinates, meaning it has texture coordinates built into the geometry itself
00:01:28 that can tell Maya or 3DS Max or whatever other program how to actually apply
00:01:34 the texture to the model.
00:01:36 If I want to see these texture coordinates in ZBrush a good way to check them
00:01:41 is to go to the Tool palette, I'm going to collapse Geometry for the moment and
00:01:46 expand Texture and I'm going to press UV to Texture. And what this will do is
00:01:52 this will create a texture that displays how the UVs are laid out on my object.
00:01:59 So you can see, if I hover over here there is an image of the UV Texture
00:02:05 Coordinates. If I want to remove this I can just choose Texture Off. When you
00:02:10 are working with UVs you want to check and make sure that there are no problems
00:02:14 with the UVs like overlapping or just badly positioned UVs. There is a great
00:02:19 way to check this in ZBrush and that's to press UV Check. So if I click on this
00:02:26 button, I can see that I have a little red space right here. This red mark is
00:02:32 indicating a problem with the UVs.
00:02:35 If I hover over here you can see it right there as well. Whenever I'm working
00:02:39 with a 3D model and I'm working with UV textures I always do a UV Check just to
00:02:45 make sure that there are no problems like this. Now you may be wondering, her
00:02:49 eyes are looking a little bit off there and that's because when you apply a
00:02:52 texture to a model that has sub- tools like the eyes here, the texture is
00:02:59 applied to the model and all of its sub -tools. So a copy of this image, right
00:03:03 now, is being applied to the eyes, which make it a little bit strange. I tend
00:03:07 to forget of it sometimes. But I will turn the eyes off there, so that's not as
00:03:11 distracting. So how do we fix this problem with our UVs. There are a couple of
00:03:16 ways to go about it. One way is to simply export this model as an OBJ, bring it
00:03:25 back into Maya, fix the problem with the coordinates and re-import it back into ZBrush.
00:03:30 And we will talk about that workflow a little bit more in another movie, but if
00:03:35 I want to fix this UV problem, here, in ZBrush I can actually create new
00:03:41 textures coordinates automatically. The way you do that is in the Texture
00:03:45 palette. There's a bunch of different ways to apply UVs to an object here. If I
00:03:50 hold the Ctrl key down I get a description for how to apply each one. But I
00:03:55 will tell you that 99.999% of the time I use Adaptive UVTiles. This basically
00:04:03 creates a UV Texture Coordinate based on the topology of the model. So where
00:04:07 there is more resolution in the model, it actually adapts the UVTiles to
00:04:12 compensate for that.
00:04:13 To create UVTiles, I'm going to turn the Texture Off here, and press AUVTiles.
00:04:18 You won't see any immediate change in the model, but if I choose UV to Texture,
00:04:25 now, I can see the new UV Texture Coordinates.
00:04:29 Right here, it just looks like a big square that's because it's computer
00:04:33 generated UVs, they are not the same as if I went into Maya and created the UVs
00:04:39 by hand, it's just a computerized way to map the coordinates on the model.
00:04:43 Sometimes that's good enough, if you are really working on a high-end project
00:04:48 it's usually a good idea to create the UVs yourself, so that when you look at
00:04:52 the UV coordinates you can actually see the shape of the face and having them
00:04:55 it makes it easier for doing additional texturing in programs like Photoshop,
00:04:59 but that's just basically a little bit of 3D animation workflow for you.
00:05:03 If I do UV Check, now I don't have any problems in my UV, everything is gray,
00:05:11 so I know that these UVs are safe. And that's the basics of working with UVs in
00:05:17 ZBrush. Personally, I prefer to do most of my UV Mapping in a program such as
00:05:21 Maya and then re-import those UVs into ZBrush. When you use the OBJ format,
00:05:27 which is the standard 3D model format, UV are stored with the model.