View Full Version : TextureMaster Revision G: A 3D texturing ZScript and tutorials (Updated May 7th 2003)
Pixolator
10-19-01, 10:22 PM
Hi :)
In ZBrush, there are several methods that can be used when texturing a 3D object.
The most effective method is to utilize the 3DCopy feature; a feature which enables
you to incorporate all ZBrush tools (2D and 3D) in the texturing process.
The TextureMaster ZScript simplifies this texturing process and allows you to gain
the full benefit of the 3DCopy feature.
If you are interested in texturing a 3D object that was created in ZBrush or imported
from other applications, you are likely to find this ZScript valuable.
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052360897mfm.jpg
:b3:Click here to download the latest version of TextureMaster (revision G) (http://www2.zbrushcentral.com/counters/increment-zscripts.cgi/TextureMasterRevG.zip?3utilities/TextureMasterRevG.zip) :b3:
Installation instructions:
1. Click the above link and download the TextureMasterRevG.zip
2. Extract the zip file and put the TextureMasterRevG folder within your ZScripts ::Utilities folder.
3. Launch ZBrush and load the TextureMasterRevG ZScript. If you are currently using the ZLauncher ZScript (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010077) then you need redirect your current TextureMaster icon (option+click on the icon) to load the new version.
4. Press the Show And Tell button to learn about this ZScript.
Please post your texturing experiments and/or findings.
-Pixolator
:b3: Revision G. Updated May 7th 2003:
Added AUVTiles texture-size compatibility check when using AUVTiles mapping. TextureMaster will now display an informative note when Texture-size/UV mapping incompatibility is detected.
:b3: File Updated Jan 2003:
Revision F is now included with ZBrush download. Added functionality and support for AUVTiles mapping.
:b3: File Updated November 8th 12:25am:
Revision E: Fixes a minor problem when using the ?PickUp? button on a large canvas in zoomed-out mode.
:b3: File Updated October 21st 1:23am:
Revision D: Notes have been added to Chapter 5 to further explain the process of importing 3D objects, importing morph targets and UV coordinates.
Previously published ZScript ::AlphaCentury (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=001312)
Newer published ZScript ::MaterialPack (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003203)
Thank you, Pixolator! Awesome!
:tu: :cool: :tu: :cool: :tu:
Well, so much for my hope of getting any sleep tonight...
It's great to finally see this puppy available. I know you've been working on it for a long time, and can't thank you enough for making the time to create it.
Well, it just finished downloading, so I'm off to ZBrush Land. :D
Thanks!
I got it...
Well, my weekend is full....
Thank You PIXOLATOR
cameyo
Thanks Pixolator! Got it, but I'll have to look at it tomorrow, have to get some sleep. People to do, things to see in the morning and all that stuff.
:tu: :tu: :tu: WOW :tu: :tu: :tu:
Now I see why it took so long to create. You've seriously outdone yourself with this one, Pixolator. I'd expected a tutorial script, and the one that you created is phenomenal.
What I did not expect was what is for all intents and purposes a whole new Palette for ZBrush! It's sleek. It's stylish. And most of all, it's incredibly functional while still being almost too simple to use. I'm probably going to spend a lot of time going over the script's text just to try and figure out why and how some of those tricks work. After I get back from the doctor, that is. I think I may have broken my jaw with the force at which it hit the floor. ;)
For anyone who is a 3DMax, Poser, Bryce, Maya, or other modeler, I have to say this: TextureMaster incorporates about 90% of the reason anyone would want to go out and buy Deep Paint 3D with Texture Weapons. The ability to manipulate UV coordinates is just about the only thing that this new script doesn't give to ZBrush, and it compensates for that fact because this technique eliminates almost every need to do so! In fact, this method of using 3DCopy is actually far, far easier and more accurate to work with than Texture Weapons' projection painting tools. I suddenly seriously regret having spent nearly $1300 recently for those two packages.
Only one comment (if I may) that I noticed with the tutorial that would be helpful for users of other apps. At the end of Part 5, the rhino has a metallic gold saddle and bracers. To get that same reflective effect in other programs, it will be necessary to create a reflection map, in addition to the bump map. That can be done in a matter of minutes with Photoshop or similar, though -- and I'm sure that it can also be accomplished very nicely directly in ZBrush.
Once again, a heartfelt and hearty thank you to Pixolator for creating this, and then giving it to us for free!
WingedOne
10-20-01, 04:25 AM
Thanks Pixolator! I thought I could hear a lot of hammering and sawing going on down in the ZBrush workshop. Just didn't know what you were up to. I just downloaded it, but I haven't used it yet since I have to get back to my OcaML homework which is making me tear my hair out and make funny animal noises while I figure it out. :)
juandel
10-20-01, 08:01 AM
:tu: :tu: :tu:...+ super :cool:, Pixolator! Wow! an improvement and take-off to new dimensions like this probably would have made all other app-producers to call their baby by a new version number! :D thank you veryveryetc. much!
ok, here are the questions that i have after having had my first 2 sessions only. my 1st project was to make a texturemap for ed-the-atom’s seagull-tool (for those who dunno, it’s available at Atom-Art section of Digits’ great Z-place (http://www.cyber-webs.com/zbrush/AtomArt.htm)) which i use so many times ;) of course i wanted to make the -hmmm- mouth? :) and eyes more specular than the rest - so i applied the toyplastic there the way you tought us, which worked rather fine (well, the eyes didn’t but then it’s no prob to insert toyplastic-spheres into the sockets) until i loaded the texture in a new session... all was done in the same material.
ok, back to school, TextureMaster show&tell, chapter 3, the superneato speaker-stove. looks like i have the same problem still:
http://www.cyber-webs.com/zbrush/mattext.jpg
for sphere 1 i used the texture that you created directly, which worked primo and as i thought it would/should. i then saved (exported) the texture a) without saving an own material channel as asked by the appearing dialogue (sphere 2) and b) clicking yes and thus thinking i had saved an own material channel (sphere 3) which does not look like it would make any difference to sphere2. :confused: have i missed anything important? looks like! could you please tell me what i am doing wrong?
another thing i seem to have missed in all that excitement is the use of the :tu: designed colour-controllers of TextureMaster. it looks rather self-explicatory but with all of what i know of the magic you can do i would love to get a few introductory magic spells to be able to make full use of them! :D
TIA and for that fantastico new feature, once again!
- juandel
Hi, Juandel. Working with Kruzr's Polymesh Glasses script, I learned that a ZBrush texture that is created to include material information will remember from one session to the next what materials were used -- but it won't recreate them.
Before you end your session, click the "R" in the upper-right corner of the Material palette. Then save any materials that you have modified. When you begin a new session and first draw the object, the modified materials will be unmodified. Click that "R" again, then reload the modified version of the material back into the same slots to replace the unmodified versions. That should (hopefully) do the trick.
Which reminds me! If exporting the texture to another app, none of those material effects will transfer through (as mentioned in my post above). But there's a cheat that you can do to make it seem like they did. Unwrap the texture and fill the layer with it. Adjust your light settings to get the material looking like what you want it to -- catching a reflection, for example -- and then bake the layer. That turns the material-generated lighting effects into the flat color material. Now MRGBZGrab the whole layer and export that texture. Voila! When applied in a new app, the material effects will appear to have transferred across. There's a catch to that, though, and it is that reflectivity will not change based upon lighting in the scene as it would naturally do. That's because the reflective effect is baked into the texture, rather than being created via the other app's own reflection engine (which is what a reflection map does).
I hope that method helps you out, Juandel. Let me know. I haven't tested it yet, but it was the solution that worked with the Polymesh Glasses and I can't see any reason that it wouldn't here, too. :)
juandel
10-20-01, 09:55 AM
thank you, Aurick! :D i’ll give that a try but i’m afraid it won’t work; reason is: for the 3 spheres i stayed within the session, so all materials were still available - i just exported the pixolator-made texture and loaded it into another slot of the texture-palette. hmmm. but let’s see ;)
- juandel
Uh oh, I think I'm in trouble now. Lots more to play with in ZBrush :)
The ability to paint with other tools then apply it to the object and keep going will be a great tool while coloring. So far, I have painted objects and then frozen then to add more details with the other brush. This improves that process so much. Thanks Pixolator :tu: :tu:
'Morning Pixolator . . . :)
Thank you much for the new "Texture Master" ZScript. ;) Only had a chance to view it once since the download, but will view it several more times before the day is over. Heheheh. :rolleyes:
It appears that with this new ZScript, there should be nothing missing in the Texture application areas within ZBrush. :D
I've got a few dollars saved up, that I wouldn't mind spending to fly down there, be taught by the Creator & Master himself, & receive my diploma in "Mastering ZBrush", at the "Pixologic University Of Creative & Fine Arts". ;) ( Getting Ticket Ready. )
Thanks again & have a good one . . . :cool: Mark.
juandel
10-20-01, 01:47 PM
ok - shame on me! here is the solution to my above "problem": in case you didn’t know: i’m a fool :D (i knew, but that did not help)
Pixolator just reminded me that it takes just to save the tool - to get asked if the texture should be saved with it! this will save any material values with it... in case the material is not a default one, the material, as aurick pointed it out, has to be saved as well, of course.
hope to have set things straight for the very unlikely case anyone else should ever stumble over that same "problem". sigh. blush. and sigh again.
thank you very much, Pixolator and Aurick :D
- juandel
Stonecutter
10-20-01, 03:01 PM
Well, I think I got most of my cerebrum off the monitor, but I seem to be missing great chunks of my cerebellum! One hell of a tutorial, Pix! :tu: :tu: (Not enough thumbs-up room on here!)
Fantastic! This will need much viewing but my eyes and head are now graphic newborns!
Thanks doesn't express it Pix, but thanks anyway! :tu: :tu: :tu: :D :cool:
Hmmmmmm.
It's probably me, but I can't get this badboy to run. (and after seeing everyone's responses..I really want to be able to. ;)
I follow Pix'x bulleted instructions (done it 3 times, in case I messed it up)
And I get nothing but a blank script screen..hmmmmmmmmm
I'm confused. :confused:
But then again, nothing new there.
For the record, I have only looked at a couple scripts and have not really tried to learn much about them. :rolleyes: yeah. I'm ashamed!!
Anyone with a big heart willing to "teach" me the script ropes will get a healthy THANK YOU. And maybe some exclusive textures. hee hee.
Thanks guys. :cool:
Kathy,
Just in case, let me share with you what I did to make it not work :)
I put the TextureMaster script in the script folder, Outside of the TextureMaster folder.
The result was a blank screen with a :ex: sign or something similar in the script window.
After putting it back in the TextureMaster flder, it worked fine...
Just#$%^&@(* amazing.this is a mighty script.I'm continually amazed at what ZBrush is capable of.Thanks Pix.
Dragonlady
10-21-01, 08:17 AM
I´m probably dense but this script is moving way to fast for me
I don´t remeber enough to do it myself
there isn´t by any chance some written tutorial about 3d-copy???
I´ve done the scipt that came with the program
and I checked the manual
I still don´t tget much of it
except from watching pixolators script
I can see it´s a very powerful tool
and I want to learn how to use it
can anybody help???
PaulFoster
10-21-01, 08:56 AM
::Sits and stares at the screen ::
Wow, that is absolutely stunning - TextureMaster has solved just about every problem I had with texturing models. Thank you :D
Lobo - 3D Commune
HmmThanks Kaz,
But I have it within the the folder.
Just don't get it.
Hmmmmmmmmm.
filament9
10-21-01, 10:23 AM
:confused: "Show and Tell button?"
Oh where oh where is that button hiding?
I'm with Kathy all i get is the script text below my window :confused: No play button or anything? I made sure all the files were in place. Does this work with the demo? Lost and confused :confused: :confused:
Hi Kat, Neoz & anybody else having problems . . . Which operating system are you using??? :confused:
I'm using Windows 98SE on a PIII 500, & I haven't had a single problem as of yet, except for trying to remember all the different & correct procedures to use. Heheheh. :rolleyes:
I'm wondering if it's an operating system based problem??? Have a good one . . . :cool: Mark.
Hey Kruzr,
Win2KPro
256Ram
750Mhz
Badass Motherboard
Annhalator 2 Ultra 64 graphics card.
Can't see how hardware would be the issue though. All other scripts have worked great. hmmmmmmmmmmm.
I checked all the contents of the download and all perform fine on their own. It seems to sit inside the .txt file I guess. I'll have to be a good girl and walk through this after all.
Hey! This will be my cram session to understand the coding in scripting!
That's cool.
:D :tu:
I'm on Win2KPro, as well. No problems.
It may be that there was a problem with your download or the unzip. Have you tried deleting the folder and trying again? I downloaded the zip directly to my ZScripts folder, then right-clicked on it and chose "Extract to Folder" which creates a new unzipped folder within the ZScripts folder with everything inside it the way that it should be.
In the end, I liked the mini-app so much that I've taken all the files back out of that folder, put them in the root of my ZScripts folder, and renamed it to by my default script. Now it's already there every time I start ZBrush -- although there are a few places in the text file that I'm going to have to change. Very minor stuff, though.
Filament, I believe you asked where the "Show and Tell" button is? It's in your ZScript panel (not the palette -- the one below the canvas). It's a red button at the bottom middle of the TextureMaster menu display.
Wow!!!!!! Amazing I love it!
Just a few questions though.
When i watch Chapter 5 and the Rhino is getting textured,, What Alpha, Tool, and Settings is Pix using to get the bumps and lines that make it look sooo real?
-ChadC
cneofotistos
10-21-01, 12:58 PM
whew! this was an enlightment! thanx, pix.
<BLOCKQUOTE>quote:</font><HR> a thinking artist is no surprise <HR></BLOCKQUOTE>
ChadC: Don't forget that before you start a ZScript, you can turn on Show Actions in the ZScript palette. This setting will not be lost when the script reinitializes ZBrush, and it will cause each item that is used by the script to flash momentarily so that you can follow along. It also has the effect of slowing the script down a bit. All around, a great way to get inside Pix's head and see how he works his magic. ;)
(Blimey! I think this one turns me dots tae gold!)
Pix.
This is suburb! Just great! The comments above reflect my excitment, and, in my giddy state can't think of a suitable phase to reflect my appreciation of your fantastic programming skills.
Thanks so much for creating this. I'm REALLY going to get into this and knock it about!
Pix-yo-later!!
Upham :)
Muchas gracias Pixolator,
I want to Thank You for all the time you all put into this script. Your help went far beyond what I'd hoped.
What would we have done without You?
BTW, I am using in under Windows XP, ver 5.1 build 2600.xpclient. With a physical memory available of: 523,760KB.
i ve looked everywhere for the show and tell button and cant find it.
all i get is the zscript info under the canvas no red button just script.
If someone could enlighten me it would be very much appreciated.
zulu
:confused: :confused: :confused:
Pixolator
10-21-01, 03:01 PM
Hi,
Thank you for your kind comments :)
From time-to-time, the TextureMaster ZScript will be updated. The first post in this thread will include the update date and info.
As for users who are not able to run this ZScript…
:b3: This ZScript requires version 1.23b (full or demo version) and it will not work properly in earlier versions of ZBrush.
:b3: All 5 ZScript files should be placed within the same folder.
If you are still encountering difficulties, it may be caused by specific system configuration. Please email Zuzu (verna@pixologic.com) your system specs.
-Pixolator
Using Zbrush v1.23b
Under ZSCRIPT
Click Load
Look under ZScripts, TextureMaster, open TextureMasterRevD
In the bootom will show the TextureMaster screen.
http://www2.zbrushcentral.com/zbc_uploads/user_image-1003698431urp.jpg
http://www2.zbrushcentral.com/zbc_uploads/user_image-1003704899dwv.jpg
The first fruits (pun intended) of my using this remarkable script.
The Jack O'Lantern model is Daz3D's freebie from a few weeks ago. The texture was done in a matter of 15 minutes using TextureMaster. In terms of technique, I first textured the outside of the object, not caring about any spillover onto the inside. In fact, I wanted it. I then unwrapped the texture onto the blank canvas. The spillover showed me exactly where the inside was UV mapped to, and I simply painted over that area in unwrapped mode with a lighter color followed by a modified glow material. I best rendered, then used MRGBZ with autocrop off and shaded on to capture the texture to rewrap back onto the Jack O'Lantern. Too, too easy!
The render on the left is the ZBrush render. I created a special flame object and material, which was enhanced using a glow light positioned inside the pumpkin.
The render on the right is taking the texture and a bump map created from it back into Poser to render there.
This Jack O'Lantern (the ZBrush version) is actually one element of a WIP for my contribution to the Halloween thread.
Bottom line: TextureMaster makes it rediculously easy to create original textures for an imported OBJ. Something that I think is really cool, though, is that (in my opinion, anyway), ZBrush made the Poser model look better than Poser did. :D
Hey aurick damn that's good :) You make everything sound easy and look great! :D
It's incredible...
Easy, effective, fast....
I hope this ZScript will be embedded in main ZBrush interface (may be near 3DCopy).
Thank You again
cameyo
If you just see text below the canvas, check your settings in the ZScript control panel...
Make sure "RUN" is selected...
http://www2.zbrushcentral.com/zbc_uploads/user_image-1003747508aih.jpg
Aurick your Jack O'Lantern's are handsome specimens-great job.
Kerstin
10-22-01, 06:30 AM
Thank you :D
I´ll try it today. :D :D
Kerstin
I would like it on record, that Pix helped me over the weekend (yes on Sunday no less) and I am now messing with the Texture Master quite readily.
I too hope this becomes part of the standard interface (which I have no doubt it will)
This little ditty has eliminated my work arounds and cut my production time in half! LOVE IT! WAY TO GO PIXOLOGIC!!
I also want it on the record, that between my husband and myself we have currently running over 3 dozen software apps, and about 4 OSs. NOT ONE OTHER COMPANY has EVER helped trouble shoot ANYTHING on SUNDAY nor have they helped me within, 2 HOURS of asking.
So to this I must state:
ZBrush is in a class by itself. PERIOD.
NO OTHER software company compares. PERIOD.
And I hope that when Z is sitting comfortabley in the Version 3 range it has effectively kicked the CRAP out of Adobe, Discreet, Maya, and a few others.
Just my biased professional thoughts. ;)
Kerstin
10-22-01, 09:10 AM
Hi Pixolator,
I´ve tested your script. Then I was playing around a little bit with this.....
That´s GREAT !!!!!!!!!!!!!!!!!!!!!! Thank you so much for writing it :tu: :tu: :tu:
:tu: :tu: :tu: :tu: :tu:
Kerstin :D :D :D :D
WoW! If this script isn't the holy grail I don't know what is. Zbrush is already on steroids and the fact that you can then program it to extend it's capabilities beyond that is revolutionary. Aside from making texturing a snap that sure is a cool ColorPicker Interface as an added bonus.
My profound thanks Pixolator on all the work that went into this.
Well I've set a day aside to play with this brilliant script, and take it through it's paces ... and beta test the heck out of it!
1. Pix, could you please spell out the terminology behind "Drop" and "Pick"? Is the object being Dropped to the canvas like it has been converted to a 2d flat plane, and the 3d object disapears while you paint on the canvas? When finished you then Pick it up off the canvas - like in 3D copy?
2. I've been repeatingly going over Chapter two, and I really feel the end of Chapter One should make more referance to "3D-Copy", with examples, (or at least a referance to the 3D copy Primer Script). This is the principle idea behind the Texture Master script isn't it? This would be very confusing for a newbie who doesn't have 3D Copying experience.
3. A texture is basically a bitmap, right? Wouldn't it be clearer to say "a Bitmap has been applied to the object" (chapt 2). I only say this as most of today's 3D terminology refer to textures as either bitmaps or materials.
4. Chapter 4: The Painting Flat color on a droped object and really threw me. I'd like to know more about this and what's going on?!
5 What is "ATC"? (beside F&B).
6. What's the two color selector pannels for? I can only get a brown color saturation. Is it for storing colors??
And to be even more annoying ... a wish list!
A): How about a UV group selector/hider? This would be handy for selecting and hiding parts of the model that require a seperate Bitmap such as a head, hair or clothes. and you could work on each part of the model seperatly, with more detail.
B): I'd love to be able to use the expoted materials in other applications. Any chance the saved MTL file could be converted to Studio Max or Lightwave? Maybe even an Alpha mask the same size & shape as the texture-bitmap showing the areas each material has been painted onto (understand?) A material map - much like the alpha map which can be exported and used to mask the placement of materials.
C): Pushing my luck now ... A UV maker ... You can import a DFX model into ZBrush and assign the UV groups in there. (wishful thinking, but it never hurts to ask)
Any way ... I'll post some examples of my experimenting later. Thanks again for making this excelent Script Pix!! This should make you some serious $$$ !!
Pix-You-later, Pixolator!
Upham :)
Hey Upham.
I know that I can answer a few of your questions, at any rate, freeing up a bit more of Pixolator's time.
1) Exactly what you said. "Drop" drops it to the canvas in a way that lets you use other tools to paint with. "Pick" picks it back up again and applies the colors/materials that you just painted. "Pick Shaded" does the same thing, but also applies the lighting info.
3) Yeah, that terminology thing is getting to be crazy to keep track of. A texture can be a bitmap, but depending on the program it can also be a PSD, JPG, PNG, TIFF, and a whole alphabet soup of other extensions. The bottom line is that a texture is any raster image that is applied to the surface of an object via its UV coordinates. A material, on the other hand, controls how light is treated by the object. Other high end programs often call these materials "shaders". Material properties also show through textures. To see what I mean, take a sphere, wrap one of the textures around it, and then change the material to NoisePattern5. The texture almost gets overpowered by the material. Increase the noise radius, and you'll see the material interacting with the texture. Poser uses really only one material, with a few changes that can be made to it (such as color, diffusion, and reflectivity), but also puts the texture selector into the same panel. So various programs have different names for the same thing, and it all gets confusing. In ZBrush, though, a texture is any PSD or BMP that can be loaded into the Texture palette, and a material is anything from the Material palette. All objects have a material at the very least (there's no such thing in ZBrush as an object without a material), and TextureMaster makes it easy to also create a custom texture.
4) You would only use this trick if you planned to "Pick Shaded" when you next pick the object back up. "Pick Shaded" picks up the new color information, including lighting effects like shadows. This can do nasty things to texture color that you've already created for the object. Since the Flat Color material is unaffected by lighting in the scene, painting what you already have with only the material (leaving color alone) has the effect of making the existing texture impervious to the shading. To simplify the decision, look at it this way: If you are going to paint with 2D brushes, don't worry about this step and use "Pick". If you plan to use 3D tools or brushes, then in order to get them to look right they will have to have shadows. So you would paint on the Flat Color material to protect what you already have from these shadows, and you would use "Pick Shaded".
5) Auto Texture Clone. Have you ever wrapped a texture onto an object, started painting on the object in edit mode, and then decided you didn't like what you just did -- only to discover that UNDO doesn't work? Textures can be added to in edit mode, but not subtracted from. This feature helps protect you from that by automatically creating a copy of the texture before painting over it. Then you can go back to the old one if you don't like the new one. Of course, this keeps adding more slots to your Texture palette, and eating up more RAM as the system has to store each additional texture in memory. But if you are doing something that you're not sure you'll like, this will protect you. And you can always delete textures that you no longer need from memory. Default for this feature is "off".
For your wishes, there are a few things you can do.
A) I recently hit upon the trick of making a black and white copy of the texture with anything that I don't want to work on in white and everything else in black. I load this into the Alpha palette and apply it to the object as a mask (Tool>Modifiers>Selection>Alp). I then click the HidePt button, and everything that was white in the alpha immediately disappears. It's still there, but it's hidden so that you can't accidentally paint on it or even see it. You can then later Show Points again to get the hidden areas back. I now use that trick if I'm messing with an imported Poser head. Those eyelashes really suck without a transparency applied, so I just hide them using this trick and forget about them. When I'm ready to add eyelashes, I use the fiber brush. What's great about this compared to normal masking (where you paint the mask on) is that it applies exactly according to the UV map, which means that it applies to each facet of the OBJ perfectly, with no spillover into areas that you want to keep.
B) It's not as easy, but remember that when you export your OBJ at the end of the process, ZBrush is saving two things: The obj (with its UV coordinates), and the bitmapped texture. You can also save the texture, yourself, if you don't want to export the obj (let's say you are making a texture for Michael's shirt -- why bother reimporting the shirt into Poser when you can just apply a new texture to it?). Either way, it's pretty easy to take the texture into Photoshop or its competetion and quickly use the selection tools to grab the area that you want to use the material on (remember -- materials are lighting effects, so they have a uniform color on the texture and are therefore very easy to select on most textures; take a look at the rhino's saddle to see what I mean). Change it white. Invert your selection and fill with black. Now you have a mask where the only white area is the material in question, ready for use in Max or Lightwave. It usually only takes a minute.
Whew! That's a lot of stuff, but I hope that it answers most of the questions pretty well. Turns out that there were only a couple that someone wiser and more knowledgeable will have to tackle. :)
Cheers!
impending
10-22-01, 10:59 PM
:tu: Very very very impressive :tu:
jd
drawingtroll
10-23-01, 02:21 AM
First of all a big thanks, Pixolator, to you and all the team. :)
I have been out for a short time...involved in my game art stuff... You told us in a game-low-pol post about the creation of a script for 3d copy. And it is here! Thanks a zillion. Best support ever seen. :)
I have downoladed it, I am saving the 3 post pages, I will read all (and tuts) now quietly and start working with it.
Great :)
Sure if I do something nice I'll be posting a small screenshot here.
drawingtroll
10-23-01, 05:51 AM
:D :D :D :D :D :D :D :D :D
Don't read it, Pixolator, u must be really tired and you deserve good rest and relax...I mean, i'd feel terribly bad if u loose time on this words. They're just congratulations, and congratulations, and congratulations, ...and some tips for Upham and maybe someone more about new color pickers.
wow. I have read/watch the 5 incredible good tuts you've made...No a single brain effort i have needed, so ...great tut! ;)
Perhaps I have the advantage of using widely 3d copy before...Well, I have made a first quick test with a simple sphere...Great!. It was that what was needed. Exactly that. A simple keystroke (G) to toggle. And the whole operation in much less than a second. One does not loose the painting flow.
Some have said something bout expensive Deep Paint...it not only makes you don't need that package.There's also the great advantage...you can model while you paint. (read the tut, it's really easy)
Thank you very much pixolator. My low poligon count stuff is gonna be really easy now. And also high pol, cause I needed also for it.
About what Uphan says of using color selectors (hey, it comes with the pack, a color selector! :D ) I understood the vertical one is easy, ...and..wait...while I'm writting I have seen how it is all used,
look Uphan:
The vertical. Easy, just put the cursor whereever in the image. Pres c in your keyboard. Then u'll have that color in the first cell of tha vertical color selector. Do it again and the new color puts in that first one. The one u selected before goes bellow. This way u always have the last 4 selected colours...This is really important improvement.
second selector. Is the one horizontal. Easy.You click on the upper BIG grey button, and it takes the color which is selected at that moment on vertical selector.(the one in first cell) .
If u click on the lower BIG grey button,(both have an arrow drawn) then you'll have selecetd a second color, setting there the color whic also is selected in vertical selector, at that moment.
Why is this so? Seems that it is a nice way to create a gamma, a palette with tones between those two colors.
Imagine want to paint tree leaves. Well, you'll probably use a dark green and a yellow green, and make this kind of palette-gradient, so that you'll have that cool gradient color to take those inbetween color. Knowing that each color is exactly the same. I mean: Imagine u want a clear almost yellow green for leaves nerves.You may always wish that exact color. Well...you'll have it there...As many other escat colors. U pick colors in a rather comfortable way than the old picker. Also is a "dinamic" palette. U'll be constructing it an changing it as u continue in your work.
It would cool even if found in a 2d package. not many have it.
I was also looking for something of this.
So, Pixolator, once again...Chapeau!
(if it is written so ;) )
Upham, yes it is that drop goes to canvas mode, pick back to edit. But it also set it up everything for you. My prob was often I loose work, but most of all, I did loose the painting "idea" now u paint and rotate, in a way which finally is productive and absolutely useful. :)
I think I've never told u , but I also liked some old tuts from u, Upham.
I just saw TextureMaster tutorials and I am
totaly impresed !!!!!!
I use to work with max and maya before but this feature is exceptional and fantastic.
Well done :D
What can one say? I'm absolutely amazed. Five days away from the net-- what a great suprise to find this!!! :)
Thank you so much for all the effort you must have put into this. (Time to go wonder how you did the animations!!!) :tu:
*Grinning like a madman!* :)
ZBC Moderator
10-26-01, 01:49 AM
Hi,
Those who are encountering difficulties in loading this ZScript should read this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002111).
-Zuzu :)
Pixolator
11-08-01, 01:33 AM
Hi :)
Thank you (again) for your kind comments and information :)
TextureMaster has been updated in order to fix a minor problem when using the “PickUp” button on a large-zoomed out canvas.
:b3: If you have encountered this problem then you should download the updated version (revision E at the top of this thread).
:b3: If you have not encountered this problem (i.e. not using large canvas in zoomed-out mode), you can wait for next update :)
-Pixolator
J.B. Settle
11-09-01, 05:45 PM
What a great tool. I'm blown away after viewing the tutorial scripts! I did notice one small thing. When using an obj file that I made using 3d Explorer, when I pressed the drop button it turned the smoothing automatically to 1.0, which really deformed the model. Is this the way its suppose to work or is this a small bug?
Thanks
J.B. Settle
Pixolator
11-09-01, 06:07 PM
Hi J.B. Settle :)
For simplicity sake (less steps to remember) TextureMaster will automatically increase the SMOOTH value from zero to one because it is the most common texturing mode. You can, however, turn this automatic behavior by pre-setting SMOOTH to any value (other than zero), and TM will not modify it. i.e. set SMOOTH to 0.0001 and it will stay 0.0001
Hope this helps :)
-Pixolator
I know that I am using a bastard version because I cannot import with the trial. I have downloaded the zscript on several ocasions and have yet to get it to work. I have a pentium 3 1000, 768m ram etc.something is wrong someplace, I get the other scripts to work without any problems, but unfortunately not the textureMaster. HELP PIX.
J.B. Settle
11-09-01, 07:36 PM
Thanks Pixolator that worked like a charm. I had set the Smooth option to zero when experimenting with different ways to get the object to appear correctly. Great product, I look forward to learning all of its amazing features.
J.B. Settle
Visualride
11-12-01, 01:32 PM
When I load your script, all that happens is that the text of the script displays on the bottom. Yes, run is enabled. I believe that I have the 1.23a version. Do I need 1.23b to use some scripts?
You should definitely upgrade to 1.23b!
Part of the interface for the script menu involves a gear, which is only available with the newer version.
Besides, 1.23b has two other very useful new tools in it, and a few other changes from 1.23a. Since the upgrade is free, there's nothing but a little download time to keep you from getting it. Well worth it, believe me!
AngelTwo-Six
01-05-02, 12:52 PM
Texturemaster rocks, the tutorials are great, but I haven't much of a memory.
Is there a way to create a printable version of the tutorials?
I _really_ need a hardcopy to look at while I do things, otherwise I may as well be trying to remember a dream.
2-6
The Namek
02-01-02, 01:47 AM
I can't get it to work in windows 2000 , but it works fine in windows 98 , anyone the same problem ?
ZBC Moderator
02-01-02, 12:22 PM
Hi Namek,
Please read this thread:
TextureMaster Help (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=000053)
-ZuZu :)
Dave Bates
02-24-02, 08:35 AM
Heah, I hate to bring up an old subject, but I downloaded this and installed it into the ZScripts Directory, but when I try to run it, it says: Unrecognized Command--> [PixolPack,
Just wondering if I did something wrong here.. :)
Dave
Hi Dave
Are you running version 1.23b of Zbrush?
Dave Bates
02-24-02, 02:10 PM
I'm Pretty sure I am...
:)
To find out, look at the Titlebar in ZBrush, upper left. It should say ZBrush 1.23b. And also, it should be PixolPick, does the script say "Pick" or "Pack"?
OpenZight
04-08-03, 06:40 PM
I downloaded the zbrush 1.55 demo and can't find any "texturemaster.txt", ther's only a file "texturemaster.zsc", but it's not the zscript, can u help me? azsza@hotmail.com
TextureMaster (revision F) is now only available in the .ZSC format. This format runs better than the .txt format did, since ZBrush does not need to convert it from text in order to run it.
Revision F is not available in text-format but if needed, I can post the text format of the older version (revision E).
Pixolator
05-07-03, 08:19 PM
TextureMaster (revision G) is now available at the top of this thread.
About revision G...
Added texture-size compatibility check when using AUVTiles mapping. TextureMaster will now display an informative note when Texture-size/UV mapping incompatibility is detected.
Have fun TextureMastering :)
Mahlikus The Black
05-07-03, 08:24 PM
SWEET!
Mahlikus The Black
05-08-03, 12:47 AM
Hey Pix?! How about making us a new DefaultZScript.zsc tthat will load TM RevG instead of the old one? :(
Oh please??
Pixolator
05-08-03, 01:38 AM
Mahlikus The Black: You can redirect the TextureMaster icon of the DefaultZScript to load the new TextureMasterRevG by simply alt-click (option-click) on the icon and selecting the new file. If done correctly, future clicks on the TM icon will load the new script :)
Note: In order to verify that you are using the correct revision, look at the bottom of the TextureMaster control-panel for the revision specifier.
-Pixolator
Mahlikus The Black
05-08-03, 02:04 AM
Cool deal!!!! thanks a ton!
*edit* Just changed it...worked wonderfully.
Wicked cool man, thanks!
Hi
TextureMaster sets the object smooth value to '1' of it is '0' from start. In order to keep the '0' value of smooth, one has to set the value to 0.0001.
That's a good workaround, but the best thing
would be if the value '0' was not touched by TextureMaster.
Se also this thread Texturing OBJ imported objects (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=4&t=000663)
Thank's for a great script :)
andreseloy
08-12-03, 04:10 AM
Pixolator thanks very much. I was working in the default setup with previous version of TextureMaster and now i uploade the G version. I made what you suggest and work OK.
Thanks.
brutal monk
06-04-04, 12:30 PM
Guys maybe i am idiot but! i cant find the texturemaster anywhere! Where can i find it or if i must dl it where ? On pixologic site i cant find help me plz plz plz :D
Rafael Hernandez
06-04-04, 02:21 PM
If you have ZB 1.5 it comes with it. If you have ZB 2, it was replaced by projection master which is a more powerful version.
New here,.. how does this compare to something like Bodypaint,.. for painting textures?
aminuts
06-05-04, 01:09 AM
It blows it away hahah well having said that....all programs have their best better and good points. but I can't imagine life without it....Projection Master I mean. I can do anything I want to a 3d model from coloring to texturing to displacing all with imagination, alphas, no alphas, and a few brushes no one else has yet.....I am sure the copy cats will soon follow tho.
brutal monk
06-05-04, 02:19 AM
Ok thanx but the texturemaster is more easy to use or no?
how can i rotate the head in the projection master ?
mestela
06-05-04, 06:48 AM
I wouldn't say it 'blows it away', they are aimed at slightly different things. Its like comparing painter (bodypaint) and photoshop (zbrush); Photoshop can do some natural media tools, but painter is better at that. But photoshop does many other things, and in general is a more useful tool.
Bodypaint is designed almost purely for 3d painting of objects, and has lots of features to make that easier. A good preview renderer, brushes that paint multiple attributes at once (so can paint colour, specular and bump in one hit), and several UV tools.
Zbrush limits you to painting one map at time, and has a more limited preview renderer than bodypaint (although it is still very good). But zbrush also gives you its amazing modeller, a good displacement map generator, and all the 2.5d paint tools. And its about the same price of bodypaint isn't it?
Best to try both demo's and see what stuff you need more.
As for the question about rotating the head while painting, you have to 'pick up' the model, rotate, and drop it to the canvas again. If you want to apply colour while the model is still live, go into your draw options and uncheck zadd, zsubb, and select rgb. You're limited to a basic airbrush this way, but its good to quickly throw down some colour before going into the more fancy projection master mode.
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