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marciani
01-26-04, 06:20 AM
Hi all, how can you see i’m tryng to achieve a fastest and easy way to texturize somethingh (a head), with a photo.
If your name is Marcel don’t read this , surely, you do this better and in a fast way, for the other mortal people like me in this forum, this could be help.
I dont’know if someone has made somethingh similar, because when i need read to much in english, probably i miss some step and often i can be able to obtein which i want and for this reason go out.
WHIT IMAGES THIS NOT HAPPEN (eh, eh, eh, i’m a defender of all people don’t speak english well).
Feel free to correct or suggest another way.
Are a couple of day a walk around this topic, in this way in an half hour you can obtein a “realistic”, maybe, texture.
So much words spent , then shut up and look.
1. Take a photographic reference and made some allignement.(Photoshop)
2. You can see the right allignemet
3. Use a sphere or a premade head
4. Made 2 layer and uncheck flatten option. One layer fill with the right texture(n.2),remember to do the document in zbrush like the photo to avoid distortion.In second layer put the head with basic material, play with trasparent slider, and conform the shape.
5. Clear the second layer and Make again the head on the layer with the photo. Place the head in front of photo, chose a projection(spherical), create a new texture,2048*2048, and use 3d copy command to paint the background photo onto the texture(probably the background photo need to put in a proportionated plane, don’t use flat material, and then put the head.)
6. Rotate the head and place at the right side .
7. Do again 3d copy on the side.
8. Head with texture.
9. Clear the head and flip the layer to do the same thingh on the another side.
10. Read at 9
11. here the head texture ready.
12. Load Texture master, put the head and at side put a plane with a photo.Play with cloner command and paint on the head with the cursor center on the photo.
13. With cloner command you can refine the texture better.
14. I have a spherical map ready to use with photoshop or other software.
http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1075126681qzk.jpg


Test:
http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1075126832kew.jpg

kokoro
01-26-04, 06:29 AM
wow, wonderful tutorial !

i had figured out formyself how modeling in zbrush with reference foto, but the way you get the foto as a texture is new to me, and looks very powerful. thanks a lot for sharing ! :)

r tyer
01-26-04, 06:38 AM
Many many thanks for the obvious work put into this.
I am sure it will be used and appreciated by many.
One complaint, where were you a couple of weeks ago?
This was downloaded by me withing seconds after reading.
It will be put into the folder called "essentials"

Frenchy Pilou
01-26-04, 06:43 AM
Hi Leo
Cool tut :cool:
Do you know this old marcel thread? (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=011538&p=4)
Have happy photo transfert :cool:
Pilou
Ps Who is on the photo ?

marciani
01-26-04, 06:46 AM
My Brother, a little bit, 10 kg,more heavy then me.

r tyer
01-26-04, 07:01 AM
frenchy pilou et sa célèbre petite télévision informatique l'effort remarquable de marcel d'amour
Ceci est une langue d'art... quelques gens oublient qu'ils DEVAIENT APPRENDRE les mots qu'ils parlent

robotalk
01-26-04, 07:47 AM
This is a great tutorial and the modeling is first rate --as is the resulting collection of heads--thanks for this ! :tu: :tu: :tu:

Svengali
01-26-04, 10:01 AM
Marciani,

Excellent tutorial and concept. When you have time, check you ZBrush mailbox... :)

Svengali

marcel
01-26-04, 10:13 AM
very fine improvement, Marciani! the only thing I could add is that the two methoids have their own advantages, yours more pure and "clean", mine allowing more "chirurgy" on the photo docs... friendly.M.

cameyo
01-27-04, 01:35 AM
Thank you, Marciano...intersting method.
Different methods, different minds...

Ciao

cameyo

marciani
01-27-04, 01:06 PM
test update: http://www2.zbrushcentral.com/uploaded_from_zbc/200401/user_image-1075237578dva.jpg

Wampa
02-05-04, 12:15 AM
No comment. Great work. Fantastic tutorial.
:eek:

Q3D
11-15-04, 01:52 AM
This tutorial looks very usefull indeed but when I get to step 4 and play with the transparency sliders the objuct just stays solid. When i alter other sliders such as specularity I see an instant change but Transparency just doesnt work. Any ideas what I am doing wrong?

marciani
11-15-04, 07:16 AM
Made 2 layer and uncheck flatten option

ARE YOU SURE YOU DO THIS IN RENDER PALETTE?

Jason Belec
11-15-04, 11:55 AM
Hello Marciani, nice tut. Suggestion: If you modified your base head to suit the image first, you would get a better effect (ie. close mouth). Then map the image to the model and add details. I would also suggest multimarker to get a consistant reference point for front, side, etc. and to be able to go back and forth as needed.

Aurick also gave me some advice - use Projection Master, took me a bit to wrap my head around it, but the results are far superior. Instructions as follows:

1) Draw your model on the canvas. Activate Projection Master and turn
off the Faded option. Drop the model.

2) Select a Plane3D object. Import your texture. Turn off Draw>Zadd and
turn on Draw>Rgb.

3) Paint the plane on the canvas (place it as needed). Use the gyro to move, rotate and scale it into position over your model. Because Zadd is turned off, you'll be able to see the contours of the model and line the plane up just right. Turn the gyro off when it's where you want it.

4) Activate Projection Master again and press the Pick Up button.

You can do this over and over, and you can do it to multimarker objects/polymeshes as well.

marciani
11-15-04, 12:06 PM
Many thx;)
Bye
Leo

Q3D
11-16-04, 01:11 AM
That did it. Doh! Thanks Marciani

souleat
11-16-04, 01:47 AM
Thanks !!!!!

turorial like this make zbrush life easier!!!!!

Studebaker
11-16-04, 06:13 AM
fubar.jpg
I'm having problems with stage 5-7, I can't seem to get the smooth transition between the colours, even though Auto Intensity is selected. It seems to take it at full intensity no matter what angle the polygon is at, often giving weird side effects like blotches and black lines. Any ideas of how to fix this?

marciani
11-16-04, 07:25 AM
....if you start wit an external mesh like me, your UV in Texture master can give some problem; me too have some weird problem.
Probably if you do the mesh in zbrush, you avoid some of this problem.
Hope you help.
Bye

P.S. Try to obtein a spherical or cilindrical map and correct in Photoshop.....
I hope could you help.
bye
Leo

Studebaker
11-16-04, 07:52 AM
Thanks Marciani, unfortunatly this problem is with a model made in Zbrush, so I don't know why it comes out the way it does. Is there any way to create this texture with Projection Master instead, using the same technique?

marciani
11-16-04, 09:41 AM
I don't know....
Try with abig size texture (2048*2048 or more) and use an AUVprojection, but remember when you use an adaptive UV you are not able to correct in Photoshop.
Bye
Leo

ranger999
12-29-04, 10:34 PM
Here is an easy way to model using transparency so you can see a
reference image in the background:

1. Make 2 layers
2. Set Texture/Transparent on
3. Set Material/Transparency to 100 (must use a material with a

transparency setting, duh)
4. Set Draw/RGB on
5. Set Draw/"RGB Intensity" to 75
6. Set Render/Flatten off


7. In layer 2: Texture/import/"bkgrnd pic"

8. In layer 1: Paint. (whatever you paint will be transparent).

ranger999
12-29-04, 10:42 PM
Here is an easy way to model using transparency so you can see a
reference image in the background:

1. Make 2 layers
2. Set Texture/Transparent on
3. Set Material/Transparency to 100 (must use a material with a

transparency setting, duh)
4. Set Draw/RGB on
5. Set Draw/"RGB Intensity" to 75
6. Set Render/Flatten off


7. In layer 2: Texture/import/"bkgrnd pic"

8. In layer 1: Paint. (whatever you paint will be transparent).

tangbb521
09-17-08, 03:54 PM
:confused: