1. #1

    Default Batch UV Master Problem

    Hi, guys!
    I am trying to use the UV Master plugin in batch mode and everything works just fine in my script, except that when I put [IClick, Zpugin: UV Master: Unwrap] command, the script stops the execution immediately after it, so I was wondering if the UV Master plugin is fully accessible via ZScript or I am missing something.
    My idea is:


    1. Import obj files into Zbrush - it works
    2. Unwrap them if possible - it doesn't work
    3.Export them back - it works


    Thank you!

  2. #2

  3. #3

    Default

    Here is the script.
    Attached Files Attached Files

  4. #4
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    Some of the problem might be the work on clone bit. Could be the names changing? It's possible to record a macro of flattening and saving it to file (it wants to save into the UV Master folder). And you can load it from a script, but you can't unflatten it...

  5. #5
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    I'm sorry to tell you that you can't do what you want. There can only be one zscript/plugin active at a time. This means that the moment your script calls UV Master your script stops running. Execution has passed to UV master and there's no way for it to return to your script.

  6. #6

    Default

    Yeah, I've forgot that, thanks for the response, both of you.

  7. #7
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    When I looked at uv master in zb, and painting in seams that way, I thought it would be cool to uv the hp that way. But I read last night somewhere that there is a 150k poly limit on uv master. I wished i had known that before doing the work the way I did.

    And on uvlayout with the subdiv option on load, I thought it would load my hp mesh and be just fine. But I was wrong.

    I do understand that I can break the model up into parts and uv seperately and recombine those in 3ds max. If I can overcome the parts of the model that are heavily sub-divided.

  8. #8
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    Quote Originally Posted by jaybraueir View Post
    When I looked at uv master in zb, and painting in seams that way, I thought it would be cool to uv the hp that way. But I read last night somewhere that there is a 150k poly limit on uv master. I wished i had known that before doing the work the way I did.

    And on uvlayout with the subdiv option on load, I thought it would load my hp mesh and be just fine. But I was wrong.

    I do understand that I can break the model up into parts and uv seperately and recombine those in 3ds max. If I can overcome the parts of the model that are heavily sub-divided.
    If you are only working with dense meshes then you will have problems trying to assign UVs and you will also have problems in other software (that is less able to handle a lot of polygons).

    You need to explore the options for creating new topology in ZBrush (such as ZRemesher) and then projecting the high res detail.

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