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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.

aurick
08-30-02, 11:58 AM
I certainly understand your frustrations with DP3D, having tried that one myself before the TextureMaster was available. And while the TM doesn't do everything that DP3D does, I still greatly prefer working with it (and not just because I work for Pixologic :)).

To answer your questions:

1) ZBrush will currently support one texture map per model. This means that you do need to texture each part separately.

2) The only maps that you can preview in ZBrush are Color and Bump. The other maps can be painted as grayscale, just as you would paint the color map, but you can't preview their effects in ZBrush. Well, for the most part you can't.

The displacement map can be previewed by clicking the Texture>Make Alpha button to convert it into an alpha. Then Tool>Modifiers>Selection>Alp to make a mask from the alpha. Now you can use the Inflate deformer to do a displacement.

For transparency, you can turn on the Texture>Transparent button and then do your TextureMastering with black. Anything that is painted pure black will become invisible on the model. But it will not support partial transparency in this manner -- the object is either visible or invisible.

In evaluating your purchase, consider also that ZBrush is far more than a texturing program. It is also a powerful organic modeler (especially with the new ZSpheres). In addition, it makes morph targets with incredible ease, and is also very useful for creating seamlessly tiling textures or matte backgrounds. In short, there are many ways that it can fit into the 3D pipeline.

posm
08-30-02, 12:32 PM
Thanks for the answers aurick.

Hmmmm. I was hoping #1 might be possible, since it will be difficult to work otherwise. Unfortunately I cannot collapse my textures into one massive one, as this model is for real-time 3D export.
However, if I open just one of the textures for editing, will it be applied to all polygons of the model? Or can I limit it to just the relevant section?

Is there any future support planned for multiple bitmaps? Maybe also D3D hardware shader support, for bump, opacity, reflection, etc.?

Thanks again,
posm