UV Master Documentation
UV Master Documentation
UV Master Documentation
UV Master Guide
Welcome
UV Master is a new free plugin for ZBrush 4.0 Windows and Mac OS X, which will generate UV coordinates for your ZBrush models in a single click. When using a 2D map with a 3D model, the model must have UVs, which are 2D coordinates needed for your texture to display accurately on your model. It creates the necessary UV seams, followed by the unwrap and packing of the UVs. This result is an optimized unwrap which is understandable to the human eye and so it is possible to work on the corresponding texture in a 2D painting software like Photoshop. Using this plugin is easy, fast and efficient and will minimize your work of UV creation to a few seconds and a couple of clicks. The process is by default fully automatic but you may want to drive the process to enhance the UV map generated by UV Master by using the polygroups option or the Control Painting feature. This documentation will explain all the tips and tricks needed to help you create the UVs that best fit your needs. As UV Master uses advanced Unwrap functions, if you wish you can create your seams in a different application (and optionally do a basic unwrap to create the UV shells), and then use the plugin to generate new and fully optimized UVs. With UV Master, you will be more productive and your time previously lost in manual UV editing will be available for more painting or sculpting! Dont forget to subscribe for free to our ZBrushCentral community forum with over 180,000 members to discover tips, view artists creations, locate useful help for all things related to ZBrush or post your works-in-progress! ZClassRoom Portal: http://www.pixologic.com/zclassroom/ ZBrushCentral: http://www.zbrushcentral.com/ ZBlog: http://www.pixologic.com/blog/ Pixologic.com: http://www.pixologic.com The Pixologic Team
Documentation rev 1.1
2010 Pixologic, Inc. All rights reserved. Pixologic, the Pixologic logo, ZBrush, and the ZBrush logo are registered trademarks of Pixologic, Inc. All other trademarks are the property of their respective owners.
UV Master Guide
Table of Contents
I INSTALLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 II Lets unwrap in a couple of clicks . . . . . . . . . . . . . . . . . . 6 III What you need to know before unwrapping . . . . . 10
1. Processing time . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 2. UV Master is different from other unwrap tools . . . . . . . . . . . . . . 11 3. The computer doesnt have eyes . . . . . . . . . . . . . . . . . . . . . . . 11 4. Automatic seams placement . . . . . . . . . . . . . . . . . . . . . . . . . . 11 5. Seams can be attracted, restricted, but not exactly placed . . . . . . 12 6. Unusual topology, Tunnels and holes . . . . . . . . . . . . . . . . . . . . 12 6.1 Non-manifold objects . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 6.2 Tunnels Holes and Handles . . . . . . . . . . . . . . . . . . . . . . . . 12 7. High polygon count restriction . . . . . . . . . . . . . . . . . . . . . . . . . 14 8. UV Packing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 9. Creation of extra UV Islands . . . . . . . . . . . . . . . . . . . . . . . . . . 15
IV
1. Options . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 1.1 Unwrap All . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 1.2 Symmetry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 1.3 Use Existing UV Seams . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 1.4 Polygroups: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 2. Control painting modes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.1 Protect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21 2.2 Attract . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 2.3 Protect and Attract at the same time . . . . . . . . . . . . . . . . . . 24
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UV Master Guide
Attract from Ambient Occlusion . . . . . . . . . . . . . . . . . . . . . 25 Erase: . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Density . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26 Save, Load and Clear . . . . . . . . . . . . . . . . . . . . . . . . . . . . 27
VI
1. 2. 3. 4. 5.
Utilities . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Working on Clone, Copy and Paste UVs . . . . . . . . . . . . . . . . . . 28 Flatten and UnFlatten mesh . . . . . . . . . . . . . . . . . . . . . . . . . . . 28 Check Seams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29 Clear Control maps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 Save and Export Control maps . . . . . . . . . . . . . . . . . . . . . . . . . 31
IX Notes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45
UV Master Guide
INSTALLATION
UV Master is a plugin provided by default in ZBrush. If you need to reinstall the plugin, please, follow these steps: Installation process: 1. Quit ZBrush. 2. Extract the zip file to a temporary folder. 3. Copy the UVMaster_1.0.zsc to your ZPlugs folder. With a default installation, it will be found on Windows at C:\Program Files\Pixologic\ZBrush 4.0\ZStartup\ZPlugs. (or similar) and Applications/ZBrush OSX 4.0/ZStartup/ZPlugs. 4. Also copy the UVMasterData_1.0 folder with its contents to the ZPlugs folder. 5. Launch ZBrush. 6. Open the Zplugin palette. There you will find an UV Master menu, containing the new plugins features. This plugin only runs on Windows XP, Windows Vista and Windows 7. Windows 95, 98, Me and 2000 are not supported. UV Master includes several checker maps, to help you visualize your UV unwrap on your model.
UV Master Guide
II
To create the UVs in a simple way is very easy, especially when you dont need to do specific post process. For this short tutorial, we will use the nice model provided by EOF3d (Eugene Fokin), a member of ZBrushCentral, available at this URL: http://www.zbrushcentral.com/ showthread.php?p=591585#post591585. After downloading the file, extract the archive and load the famme_shared3.ZTL file.
Note:
The model from EOF3d already has UVs. For this tutorial we will act as if it doesnt have them.
Then, to do the unwrap of this model: 1. In the Zplugin palette, open the UV Master plugin. 2. Go to the lowest level of Subdivision for the body SubTool.
On the left, the original model. In the center, the Subdivision slider set to 1 and on the right, the model at this level of Subdivision.
UV Master Guide (Optional but strongly advised) Click on the Work on Clone utility: you will be working on a clone of your object without subdivision levels or polypainting.
4. Press the Unwrap button to launch the unwrap process. After few seconds, statistics in the progress bar area will notify you of the end of the process.
The message which informs you of the end of the UV unwrap... just 0.15 seconds!
Note:
The placement of the seams may change and can be placed on the front of the model. See the Control painting (Chapter V-2) for more information about improving the UV seams placement.
UV Master Guide
In orange, the UV seams created by UV Master, visible through the Check Seams mode.
5. (Optional) If you worked on a clone (see step 3), click on the Copy UVs button in the Utilities section of the plugin, select your original Tool or SubTool and press Past UVs in the Utilities section of the plugin. 6. In the Tool >> Texture menu, load a texture map with a checker pattern. (The ZTool provided by EOF3D includes a checker).
UV Master Guide
7. Select the hair and redo the previous steps to regenerate the UVs. 8. Its done!
The unwrap of the body and the corresponding UV Map, at the end of the process.
To discover all the Unwrap Master option, please read the chapter dedicated to the advanced Unwrap. 9
UV Master Guide
III
The unwrapping of UVs has always been a technical operation during the 3D creation process, far from artistic creation. With UV Master, we tried to reduce the technical aspect of the process to its minimum. With most models, a single click on the Unwrap button will do the operation and will produce UV maps ready to be used. This section summarizes the important points when unwrapping with UV Master. It will help you better understand the UVs resulting from the process.
1. Processing time
Depending on the geometry and topology, the automatic unwrap can have a processing time which varies from a couple of seconds for a low polygon mesh of 3000 polygons to up to 5 minutes on 150 000 polygons complex models. The number of tunnels and handles increases the processing time. (see chapter 6.2). A progress bar is displayed during the unwrap process and will display several statistics upon completion.
This simple-looking model, generated by a Remesh is the perfect example of a model which will be long to process: it has approximately 70,000 polygons and includes a lot of holes (see chapter 6.2). The processing time has been of 40 seconds on an Intel Core2Duo at 3Ghz. Creating several polygroups would drastically reduce the computing time.
Note:
On Windows 7, the display can freeze because of the operating systems verifications. Please wait until the end of the process.
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UV Master Guide
UV Master Guide This means that if the internal part of the mouth and the throat of a model have been sculpted, the plugin may create an UV seam from the top horn in the middle of the forehead directly to the extremity of the throat.
6.1
Non-manifold objects
When an edge shares more than two polygons, the object becomes non-manifold. This kind of topology may appear when using the ZSpheres 1 Adaptive skin on complex ZSphere structures. When UV Master finds such edges, it will add extra UV seams to split the model on this area. Its recommended to avoid such topology, even for sculpting purposes.
6.2
Some objects can have tunnels, holes or handles and such topology is problematic to unwrap. Imagine a Mug: the handle and the body of the mug are in one part, and if you want to unwrap this object you will have to cut the handle (or another part) to do the unwrap. 12
UV Master Guide Another example is provided in the ZBrush sample files: the DemoSoldier props: the backpack has two handles and so it must have an extra cut to be unwrapped. The glove is also a typical problematic model: it has a thickness, holes and tunnels. Unwrapping such model will create extra UV seams in those areas to make the unwrap work. Even with such special areas, for most models the automatic unwrap will be able to do its task in a short amount of time while manually doing this operation would require considerable UV knowledge and some serious brainstorming! To reduce the need for extra cuts, creating polygroups can improve the result.
The DemoSoldier backpack. On the left, the computed seams with cutting seams on the bottom of the handles. On the middle, the result of the unwrap and on the right, the model with an UV checker map to visualize the result.
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UV Master Guide The computing of such topology can take a longer time than a usual unwrap. The more handles and tunnels the model has, the longer it will take the plugin to do the unwrap. The Control Painting is only partially taken into consideration on tunnels and handles: Protect will work depending on the geometry and how the area is painted; Attract will not have any effect. Density is fully functional.
Note:
A high polygon mesh combined with holes and tunnels (see previous chapter) can result in a longer process. Such models can be the result of an Unified Skin over a ZSketch model. To reduce this processing time, try creating polygroups and reduce the polygon count if possible.
8. UV Packing
UV Master packs the created UV islands to optimize the UV space. It will scale, rotate and move them to use the maximum space, but will always maintain the ratio between the UVs and the polygons. The plugin also uses the UV Border value located in the Tool >> UVMap submenu to set the space between the UV islands.
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UV Master Guide
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UV Master Guide
IV
1. Working on Clone
To make the UV work easier to understand and avoid any data loss in the UV operation, the plugin lets you work on a prepared copy of your model. Clicking on the Work on Clone utility of the plugin will clone your current Tool or SubTool and prepare it for UV creation by going to the lowest level of subdivision, deleting the higher levels and changing the current Matcap to the Skin4 Material. This step is strongly advised, though not an obligation, because when using advanced options like Control Painting any existing polypainting will be lost. It also avoids unnecessary reprojection of details when the plugin manipulates internal files, such as when using the Flatten or Unflatten utilities. But if you just want to create UVs on your model in a single click, without editing or checking the result, working on a clone is not necessary. Thats why the Work on Clone is an option and not a default mode. The cloned model name will have the prefix CL_ like CL_DemoHead
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UV Master Guide
The Copy and Past UVs, located in the utility section of the plugin.
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UV Master Guide
To create a more predictable result in your UV unwrap, some options can be enabled or disabled, or a simple preprocess can be applied by providing some directions to the plugin. Nothing is better than the human eye to know where a model has to be split, or which areas to be protected.
1. Options
1.1
Unwrap All
Unwrap all is doing the same operation as Unwrap, but on all visible SubTools, by using the full automatic unwrap. This action is perfect when you want to unwrap a large amount of SubTool at once without the need to protect or attract the seams.
1.2
Symmetry
By activating this option, the UV unwrap will try to produce symmetrical results on the UV island. On some specific models, to preserve the symmetry, the plugin may cut the UV island(s).
Note
The plugin tries to preserve the symmetry as much as possible, but it may not be kept on some models. If the UV seams positions are not symmetrical, then it wont be possible to have a symmetrical unwrap.
1.3
This option is only for those models which are to be unwrapped by the plugin without computing the seams: for example, loading a model which has topology seams created 18
UV Master Guide by cutting the topology in another software or loading a model which already has existing UVs. The plugin will use these topology seams or UV islands to compute new UVs, using the powerful algorithm of UV Master, which produces UVs with minimal stretching. By using this mode, you can use Density Control painting, but the Attract and Protect modes wont be taken into consideration by the process because they are useful only for UV seams creation. The new optimized UVs will have the same UVs islands, but the shape of the border of these islands will be different from the original one. In other words, the actual cuts of your model will be the same but the UV unwrap can be completely different.
This famous Vulcan head model has UVs made in another 3D package (2). It shows a lot of distor-
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UV Master Guide
tion on the nose and the ears (1). By using the UV Master algorithm and preserving the seams, the new UV Unwrap (4) generate less distorted UVs, visible on the nose and ears (arrows, 3).
Note:
If the model has a specific topology like handles or is just a closed volume with no topology cut or existing UV islands, UV Master wont be able to create an UV unwrap without overlaps. When this option is activated, the Symmetry and Polygroups options are disabled.
1.4
Polygroups:
Using this option will create UV islands defined by the existing polygroups of the model in order to improve packing in the UV space. It is also another solution to better organize your UV unwrap and minimize some distortions.
Notes:
Using the polygroups will improve the speed of the process. Please, before using this option, check your existing polygroups. By default, ZSpheres models or ZSketch models have automatically generated polygroups and having too many polygroups may create too many UV islands which makes the generated UVs hard to understand for future editing or texture creation. Dont forget to use the new ZBrush 3.5 polygroup options to create them in a quick and efficient way through masking or Polypainting. It is also advised to use the Tool >> Visibility options to ensure that no extra isolated polygroups exist.
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UV Master Guide
2.1
Protect
This mode will let you paint areas where you dont want to have seams at all. An example would be to paint the face of a character.
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UV Master Guide
UV Master will use a value between 70% to 100% of the color value to protect the area while a lower value wont be taken in consideration, meaning no protection for the UV seams creation. When painting a protection area, take care of the unpainted part in the middle of the protection area, like the internal part of the mouth or nostrils. UV Master will be able to fill small holes, but painting a loop around a neck wont be taken in consideration as it would mean splitting the UVs into two islands. In this case, the plugin will force the creation of a seam, even if an area is protected.
By default, UV Master will add a seam to this penguin in the middle of the eye area (1). Protecting this area with Protect Control Painting (2) will avoid creation of the seam in this part with a new Unwrap (3). The generated UVs (4) with an UV checker map provide a good preview of the UVs.
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UV Master Guide
The neck is fully protected and then, in this case, UV Master will add an extra seam to make the unwrap possible. This user error can be easily corrected by erasing a part of the Protect control painting or by painting an Attract area (see below).
Note:
By protecting areas, you can make some UV seams non-symmetrical. Please use the Attract option below to improve the UV seam positions.
2.2
Attract
This mode will let you paint areas which will attract UV seams. Its - not - a UV seams creation method and it wont force them to pass through it. This mode is a good addition to the protection one. Thats why both modes are visible in the same painting control map. Change the intensity of the Attract color by changing the RGB intensity slider: a low value mean less seam attraction while a high value mean more seam attraction. For this mode, a value of 100% is advised. Non-painted areas do not mean that no UV seams will be created in them: UV Master will drive UV seams to an Attract area, but wont prohibit them in non-painted areas.
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UV Master Guide
The Attract mode used in the wrong way: painting accurate seams with the Attract mode like you would do in a traditional UV unwrap solution isnt advised.
2.3
These two Control Painting modes can work together and most important, are designed to work on areas. One of the best ways to use them is to paint a large area with Attract mode to indicate to the plugin that seams are allowed in that area and paint with Protect mode an important area to forbid seam creation.
The demo head with a Protected area on its front part, and an Attract area on its back part.
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UV Master Guide
On the left, the unwrap of the Demo head with no Attract and no Protect: the unwrap produced very good results, but the UV map is difficult to read. On the right, with the Protect and Attract painted from the illustration above, the result is easy to read and then paint over. With just a couple of fast strokes, the unwrap understandability has been drastically improved.
2.4
This tool will compute a dedicated Ambient Occlusion and will convert it to an Attract Control Paint. As the seams are naturally placed in the less visible parts, it will improve the position of the UV seams where they are less visible.
Attract from Ambient Occlusion: the UV seams will be attracted under the arms on this model.
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UV Master Guide
Note:
UV Master uses a specialized ambient occlusion computing method which is different from the ZBrush one.
2.5
Erase:
This mode will let you erase the Control Painting done with the Attract and Protect modes.
2.6
Density
This mode lets you paint areas to affect the pixel density by locally changing the scale of the UVs. By using a high value, your UVs will use more space and so will use more pixels for a more accurate texture. A low value means less UV space and so a lower resolution for that part of the texture. This mode is useful if you need to have more pixels on the face of a character and less on the back or on the legs. This Painting mode is combined with a Coefficient slider which will affect the color of the painted areas: there are settings from 1 to 4, combined with an operator: multiply or divide. Set the operator first, then choose the value. 1 means 1 times the UV size (no modification), 4 means 4 times the UV size, modulated by the multiply or divide operator. To make the operation faster, preset buttons have been added below the slider. Just press them to set the desired value.
The density settings with Density mode enabled on the top and the multiply or divide operator combined with the value slider on the right. Under these settings are the different presets.
The painted colors go from Cyan for the negative values to green through white for positive values. Use the ZBrush Smooth brushes to soften the Density color to make smoother transition between values. Dont forget to turn off Zadd or Zsub if necessary to avoid affecting 26
On the left, the original UVs. In the center, a Density painting has been applied, from 50% to 100%. On the right, the result which shows that the UVs of the head are approximately 4 times bigger, providing more pixel space.
Note:
To erase the parts of the density map, please set the density slider at 1 and paint over painted parts.
2.7
These three options allow you to save or load the Control Painting information for future editing of the model if needed. Or simply erase the Drive, Protect and Density information stored by the Control Paint.
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UV Master Guide
VI
Utilities
UV Master includes several utilities to improve your result or to make your UV work more easier.
The Flatten and UnFlatten buttons. UnFlatten is greyed out as it is enabled only when the model has been flattened.
Because the flattened mesh is a 3D object, you can use the ZBrush brushes or tools to slightly modify the UVs representation. The most common usage will be to use the Move or Smooth brushes to locally tweak or relax the UVs. A common mistake is to use the Smooth brush to relax the UVs. By doing this you will distort the UVs compared to the corresponding geometry, resulting in texture stretching. UV Master preserves as much as possible the relation between the geometry shape and the generated UVs. When the operation is done, click on UnFlatten to restore your flattened mesh to its 3D representation.
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UV Master Guide
The DemoSoldier in 3D on the left and flattened, based on its UVs, on the right.
Please keep in mind that the Flatten mode is a temporary state of your 3D model. Dont forget to click on UnFlatten to bring your model back before selecting another Tool or SubTool.
Note:
If the UVs are moved outside of the 0 to 1 UV space while in Flatten mesh mode, the UVs will be repacked or rescaled to fit the 0 to 1 UV space. Its not possible to use several UV spaces or create a multi UV map.
3. Check Seams
By clicking on this mode, polypainting will be created on the model which will represent the UV seams. Each time an operation is done which affects the UV seams, like unwrapping another time after changing the Control Painting, the seams representation will be updated. The orange color is used to display the UV seams and the brown color to display the openings. This utility will work with the seams created by the plugin, or with any kind of 3D model which has UV seams. It is different from the UV Check feature that is found in ZBrushs Tool >> Texture Map menu. 29
UV Master Guide
Note:
Clearing the maps is also an easy way to erase Control Painting applied on the current model and begin again. If your model already has polypainting, clicking on this utility will erase it. Please work on a clone by using the Work on Clone utility to avoid this!
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UV Master Guide
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UV Master Guide
VII
These are some useful tips or tricks to know about creating UVs with UV Master: Density mode can be used without the Use Existing UV Seams option, just by loading existing UVs or a model pre-cut in another 3D software. If you are pleased with the seams generated by the automatic unwrap but not by the pixel density, enable the Use Existing UV Seams option before refining the Density. To soften the Density map, use the ZBrush Smooth brushes: the Density color is polypaint, so smoothing it will make a better transition between different densities. When working on a ZSketch Unifed Skin, increase the Sdns slider value located in the Unified Skin menu to its maximum if your model has small and thin tubes such as those the ZSketchSeacrit demo file (available in Lightbox) has on its back. This will create cleaner geometry and will avoid having a lot of separate UV islands.
On the left, the original Unified Skin. On the right, the same model with the Sdns value set to 100. As the arrows show, the quality of the Unified skin is far better, resulting of a better UV Unwrap.
UV Master tries to preserve symmetry, but when working on a unified Skin ZSketch model the resulting topology may not be symmetrical. To fix this problem, use the Mirror and Weld function with the appropriate axis, located in the Tool >> Geometry menu. If the model has a lot of stretching in some areas, creating polygroups and then new UV islands on the unwrap will reduce or remove this extra stretching. On some complex models, having a single UV island doesnt produce the best result. Create polygroups! The more polygroups you have, the better your results will usually be, with less distortion, better UV space optimization and more. This is also a good way to reduce the processing time on models with holes and tunnels. When flattening your model, you can use ZAppLink to work on the model using the 2D editor of your choice. This operation will only work if your Tool has an existing texture in the Tool >> Texture Map menu. It wont work with polypaint. Check your model carefully for topological issues. UV Master will deal with most of them, but for some topological problems the result may be unpredictable. Use the Check Mesh Integrity utility, located in Tool >> Geometry (ZBrush 3.5 R3 and above). 32
UV Master Guide
VIII
Unwrap Tutorials
1.1
First, lets do a simple Unwrap of the model and check the seams and the UVs. The steps to do these operations will be explained later in this tutorial. The purpose is to see any potential problems:
The default result is pretty good with the UV seams which go on the back of the model, but the UV unwrap can be improved. In orange, we can see the UV seams on the model. The forehead has a seam which goes between the eyes (1), which is visible in the UV unwrap on the right. The seams on the arm go from the top to bottom and not in a straight line (2) and 33
UV Master Guide the same appears on the legs (3). Lets fix these problems and do some improvements.
1.2
Density
For this model, we will need larger UVs on the head, to use more pixels on the texture and reduce the UV density on the back as this part will be less visible on the model. To do this we will change the UV pixel ratio for some areas by using Control Painting. Please note that this option, like all other Control Painting options, will remove any existing Polypainting. You are strongly advised to use the Work on Clone command, which will create a clone of the current Tool or SubTool and will remove the highest subdivision levels. Click on the Enable Control Painting button to enable the Control painting Tools. Click on the Density option to enable the painting. Adjust the Density to define the desired density, using the slider or the preset buttons. We want larger UVs on the head, so with the x (multiply) button set, push the slider to 4 and paint on the head. You should paint a green color. (1 on the illustration below). For the purpose of this tutorial, we will also adjust the density on the hands. Change the density value to 2 and paint on them. You should see a lighter green on them while painting. (2 on the below illustration). Now, lets work on the back of the character to define a lower UV density. Set the / (divide) option button and then change the slider value to 4. Your painting should be a Cyan blue. (3 on the below illustration).
As the Control Painting is based on Polypainting, we can use the Smooth Brush 34
UV Master Guide (press Shift and turn off ZAdd or ZSub while pressing) to soften the Density painting: it will make the transition smoother between density parts of your UVs.
Note:
Be aware of your active sculpting brush, alpha and stroke when painting areas.
Now the density work is done. But at a later stage, if you need to refine the density values (even after the unwrap) switch Density Control Painting on and edit it again. Then press unwrap again and refine as needed until you are satisfied with the result.
1.3
On the first unwrap shown in the first chapter of this tutorial, the UV seams go too far on the forehead (close to the eyes) and are going from the back to the front of the legs and arms. To improve the seams placement, we will use Control Painting - similar to Density but dedicated to the protection of an area, or to attract the seams. First, we will protect the front of the character. This part is most of the time the one which mustnt have seams: First, we will protect the front of the character. This part is usually the one which mustnt have seams: Click on the Protect button, below the Use Control Painting button. (Which should be on, based on the previous Density step.) Paint the front of the character, from the head to the legs. Paint also the front or top part of the arms. Depending of your own model, choose which part to protect. Take care when painting a closed surface and avoid small unpainted areas (such as inside the mouth, nostrils, bellybutton, etc.) even though the plugin can work with small unpainted parts. 35
UV Master Guide Now that all the desired parts are protected, we will provide the plugin with which parts we need to drive the UV seams. Click on the Attract button and paint on the back of the model where you would like to have the seams. Keep in mind that its not an accurate solution to create UV seams. Painting large areas provides better results.
Note:
Be aware of your active sculpting brush, alpha and stroke when painting areas.
The Protect painted area on the left and the Attract painted area on the right.
1.4
Unwrap!
It is now time to do the UV Unwrap of the model, using the previously made Control Painting. Press the Unwrap button. To do so, simply press the Unwrap button of the plugin.
After a few seconds, the process will be completed with some statistics in the note bar. 36
UV Master Guide
1.5
The unwrapping doesnt change the appearance of your model, so its impossible to visualize the result of the UV unwrapping. The solution is to use two utilities of UV Master: Click on the Check Seams button located in the Utilities: it will paint the seams in orange and the openings in brown. if you are not satisfied with the existing seams you can redo the previous couple of steps by painting different Protect or Attract areas and doing a new Unwrap.
The new UV seams, all visible in the back of the character and restricted on the forehead.
Click on the Flatten button to transform your 3D model in a 2D model corresponding to the UV island(s). All your ZBrush brushes and Transpose can be use to alter the UVs. When done, press Unflatten to bring your model back to its 3D shape.
Note:
We strongly advise to use only Move, Smooth and Transpose to edit your UVs.
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UV Master Guide
The flattened model. The increased density on the head and hand is really visible on this unwrap.
1.6
Conclusion
Now, your model has UVs which better suit your needs. You have seen that in a couple of minutes you can create more accurate UVs and change the UV density of local parts. Keep in mind that painting areas is better than painting thin lines as the plugin is not designed to create seams based on accurately painted lines.
A checker texture applied on the model, to visualize the UV map density and the UVs distortions.
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UV Master Guide
2.1
1. In the software of your choice, create UVs. You dont need to create clean UVs because UV Master will completely recreate them. You only need to worry about where on the model the seams will be located.
The two UV island created from the model. Note: The face is bigger than the other part of the head, because the two parts have been unwrapped separately then manually packed and resized.
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UV Master Guide Press the Check Seam button in the Utility section of the plugin:
You should see the UV seams painted like below (of course your own results will vary based on where you put the cuts in your UVs):
In orange, the UVs seams and in brown, the border seams. We can clearly see the seam around the face, splitting it from the rest of the head.
Now, its time to work on the UVs themselves. The first step is to press the Use Existing UV Seams option to disable the creation of the seams as we want to use the existing ones. Now press the Unwrap button to start the operation.
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UV Master Guide When the process is finished, press the Flatten button to visualize your UVs:
You should see your mesh flattened like below. Compare with your original unwrap to see the improvement.
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UV Master Guide
2.2
In your 3D package of choice, split your geometry where you need to have your UV seams.
Save your 3D model as an OBJ file and import it into ZBrush. Open the UV Master plugin menu and before unwrapping, click on the Check Seams to visualize your existing seams:
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UV Master Guide
You should see a set of brown seams, which will show you the split areas of the model, as opposed to orange seams which show UV seams as in the previous chapter.
The topological seams visible in brown, in opposition orange one which represent UV seams.
Now, enable the Use Existing UV Seams option. This ways no new seams will be created in the unwrap process. Press the Unwrap button.
When the note which indicates the end of the process appears, click on it to close it and then press the Flatten button to visualize your UVs:
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UV Master Guide
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UV Master Guide
IX
Notes
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