posm
08-30-02, 11:33 AM
I am new to ZBrush, running the demo now, considering a purchase.
I've run through the TextureMaster chapters, and have a few questions...
1) I have an OBJ model that uses several separate bitmaps, applied to different sets of polygons on the model. For instance a 256x256 bitmap for the head, a 512x512 for the torso, etc. The model has a different UV frame for each set of polys, corresponding with each bitmap. Will ZBrush/TextureMaster allow me to load all of the bitmaps at once, so I can paint onto all of these bitmaps at once? Or do I need to load each separately, painting them one at a time?
2) How does ZBrush/TextureMaster handle separate texture channels? I understand I can create & export a diffuse bitmap, and there's a method for creating a bump map (detailed in this post (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003776)), but what about opacity masking, glow masking, reflection masking, reflection map, specular masking, displacement masking?
Are any of these channels paintable & exportable?
If so, can I see their effect on the model, just as I can see the effect of bump? Alternatively, can I see each channel separately on the model as a grayscale image, for painting purposes, then re-turn-on all the other channels for a full preview?
I've been playing with Deep Paint 3D, which allows many of these options, but find some of the controls and import/export problematic. Hopefully ZBrush can fit the bill.
Thanks,
posm
P.S. ZBrush appears to be an amazing piece of software. Kudos go to Pixolator for creating ZScript.
I've run through the TextureMaster chapters, and have a few questions...
1) I have an OBJ model that uses several separate bitmaps, applied to different sets of polygons on the model. For instance a 256x256 bitmap for the head, a 512x512 for the torso, etc. The model has a different UV frame for each set of polys, corresponding with each bitmap. Will ZBrush/TextureMaster allow me to load all of the bitmaps at once, so I can paint onto all of these bitmaps at once? Or do I need to load each separately, painting them one at a time?
2) How does ZBrush/TextureMaster handle separate texture channels? I understand I can create & export a diffuse bitmap, and there's a method for creating a bump map (detailed in this post (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=003776)), but what about opacity masking, glow masking, reflection masking, reflection map, specular masking, displacement masking?
Are any of these channels paintable & exportable?
If so, can I see their effect on the model, just as I can see the effect of bump? Alternatively, can I see each channel separately on the model as a grayscale image, for painting purposes, then re-turn-on all the other channels for a full preview?
I've been playing with Deep Paint 3D, which allows many of these options, but find some of the controls and import/export problematic. Hopefully ZBrush can fit the bill.
Thanks,
posm
P.S. ZBrush appears to be an amazing piece of software. Kudos go to Pixolator for creating ZScript.