[Image,"&root/Sculpting/Images/AUVTiles.jpg"]
/*title_start*/Adaptive UVTiles and Group UVTiles/*title_end*/
/*text_start*/\C020202Adaptive UVTiles\C484848 and \C020202Group UVTiles\C484848 represent a leap forward in UV mapping. Not only are they extremely fast and easy to apply, they guarantee your mapping will have the least possible texture distortion. Low distortion means better quality renders. \C020202Here's how they work:\C484848

\C020202AUVTiles\C484848 unwraps every polygon as a separate square on the texture. It is called Adaptive because the \C020202AUV Ratio\C484848 slider is used to create squares of different sizes, based on the relative sizes of the polygons in the mesh. With an \C020202AUV Ratio\C484848 of 1, every square on the texture is the same size regardless of the polygons' relative sizes.

Imported meshes sometimes have large differences in the sizes of polygons; increasing the \C020202AUV Ratio\C484848 value will compensate for this. At its maximum value (30), the largest polygons will receive a texture square 30 times larger than those which the smallest polygons receive. This allows much more detail to be given where it is needed most. Note that because AUVTiles gives every polygon a square on the texture, it is recommend for meshes with mostly quad polygons.

\C020202GUVTiles\C484848 is almost identical to \C020202AUVTiles\C484848 except that it unwraps the mesh by group rather than individual polygons. Some groups may still be broken apart if this would result in texture distortion, but ZBrush always creates a map with the largest groups and the least distortion that is mathematically possible. Because GUVTiles keeps polygons in their groups, it also works well with meshes that have some triangles and non-standard polygons.

Another benefit of \C020202GUVTiles\C484848 is that, because the contiguous surface areas are as large as possible, surface details can often be recognized and modified intuitively if the texture is unwrapped onto the canvas and painted in 2D. This works well as a supplement to \C020202Projection Master\C484848 texturing.

These tiles-mapping methods are extremely precise. You'll also get great results if you make use of ZBrush's \C020202Fix Seams\C484848 operation to ensure that the texture renders without unwanted lines when the texture is exported to another application. (You might also wish to turn off texture MIP-mapping and texture antialiasing in the outside rendering package.)
/*text_end*/

\C909090This text is designed to be viewed with the \CccccccZBrush Help Topics Browser\C909090. To open the browser, press the \Ccc9000View Help Topics\C909090 button in the \CccccccZPlugin\C909090 palette.
