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Old 08-08-2008, 08:08 AM   #21 (permalink)
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decilling's User Activity: 0/10
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Thank you so much vincentez, that has kida fixed the problem except some edges are on oposite sides of the uv so I can't really weld them together without changing the uv layout.
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Old 08-08-2008, 11:54 AM   #22 (permalink)
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Good to be of help
Anyway, there will always be some edges like that... you should just do the unwrap for the model so that the edges that are on the outer edges of the uv-area are the actual edges of the mask that don't continue any further... that way there will be no seams
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Old 08-08-2008, 11:58 AM   #23 (permalink)
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For the high poly model you should add some scratches into the mask, you can see in the pic that the mask has definitely been tossed around a bit, and make sure to try and add some paint deformities when you unwrap it right, the pain on that mask from the picture has scratches off pieces, and having all that will give it more detail and make it more interesting to look at
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Old 08-08-2008, 12:49 PM   #24 (permalink)
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what's the point in zbrush having the option to create a uv for you if it just messes up? I thought zbrush was a way for artists to create content that does not rely on their skills with a program but there tallents alone. One of the things that puts me off wanting to model is all the business with unwrapping and smoothing and everything. quite a kick in the nuts.

I will add more detail to it but can you import your own uv into zbrush?
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Old 08-09-2008, 04:25 AM   #25 (permalink)
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if you do the uv-mapping in 3dsmax or maya before exporting the model for detailing in zbrush, the uv-map stays the way you originally did it.
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