marcus_civis
07-21-06, 10:15 AM
P2P_thumb.jpg
:b3: Pixol>Pixel aids scaling your model for optimum pixol to pixel ratio: essential for best texture transfer using Projection Master.
:b3: Press the Pixol>Pixel button and your model's scale will be adjusted according to the size of your texture. Reposition your model if you wish then texture your model as usual in Projection Master.
:b3: Your model should have UVs and a texture applied before using the plugin. Draw the model on the canvas and enter Edit mode. Hide part of the mesh if desired. On partially-hidden meshes use the Set Pivot function to ensure the model stays in view after pressing the plugin button.
The plugin works by averaging the texture scale for the whole model, so depending on how you have assigned UVs, some parts will be above and some below optimum scaling. It is up to you to assess where you might need to adjust the scale further but Pixol>Pixel should provide a good starting point.
P2P_body.jpg Whole body scaled P2P_head.jpg Head only scaled
The pictures demonstrate how a texture can vary across a model. The texture applied is a chequerboard of 10 pixel squares and the red square is a 10 pixol square in ZBrush. Clearly in this example the head can be scaled larger than the rest of the body. By hiding the body first, the Pixol>Pixel plugin will scale the head larger so that it is closer to the optimum pixol/pixel ratio.
*** :ex: Please note that the plugin will not work satisfactorily in all situations. Best results are not guaranteed and particular care should be taken with partially hidden meshes and UVs with a high degree of distortion. Planar or tiled textures will (of course) not scale correctly.***
P2P_textured.jpg Textured model
To assess the plugin, Test files are provided in a separate zip. First load the ZBrush document named Pixol2Pixol_test.zbr. This is simply an empty canvas apart from a 10 pixel red square placed on a separate layer. Load a model of your choice and then apply one of the included textures. All are chequerboard patterns of 10 pixel squares. Press the plugin button and compare the texture with the red square.
INSTALLATION:
Unzip the zip file to your ZStartup\ZPlugs folder ..\ZBrush2\ZStartUp\ZPlugs).
You may need to create the ZPlugs folder if you have a new installation of ZBrush.
Restart ZBrush. You should now have an Pixol>Pixel subpalette in the Texture palette, with a Pixol>Pixel button.
The model used in the pictures is one by
Anh Nguyen (http://www.zbrushcentral.com/zbc/showthread.php?t=030040) available for download. Follow the link.
Updated for ZBrush 3.1 April 19 2008
This is basically the same as the original version except for the addition of an adjustment slider. Different types of UV mapping can need different scaling and the slider takes care of that. For example, for AUV tiles leave the slider at 1 but for pelt mapping set it to .5. It's also useful for when you want to work on areas that take up more or less of the UV area.
For best results use the test files (they are still good for ZBrush 3.1).
***Download ZBrush 3.1 version here*** (http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=90531)
I hope you find the plugin useful. Any feedback appreciated. :)
:b3: Pixol>Pixel aids scaling your model for optimum pixol to pixel ratio: essential for best texture transfer using Projection Master.
:b3: Press the Pixol>Pixel button and your model's scale will be adjusted according to the size of your texture. Reposition your model if you wish then texture your model as usual in Projection Master.
:b3: Your model should have UVs and a texture applied before using the plugin. Draw the model on the canvas and enter Edit mode. Hide part of the mesh if desired. On partially-hidden meshes use the Set Pivot function to ensure the model stays in view after pressing the plugin button.
The plugin works by averaging the texture scale for the whole model, so depending on how you have assigned UVs, some parts will be above and some below optimum scaling. It is up to you to assess where you might need to adjust the scale further but Pixol>Pixel should provide a good starting point.
P2P_body.jpg Whole body scaled P2P_head.jpg Head only scaled
The pictures demonstrate how a texture can vary across a model. The texture applied is a chequerboard of 10 pixel squares and the red square is a 10 pixol square in ZBrush. Clearly in this example the head can be scaled larger than the rest of the body. By hiding the body first, the Pixol>Pixel plugin will scale the head larger so that it is closer to the optimum pixol/pixel ratio.
*** :ex: Please note that the plugin will not work satisfactorily in all situations. Best results are not guaranteed and particular care should be taken with partially hidden meshes and UVs with a high degree of distortion. Planar or tiled textures will (of course) not scale correctly.***
P2P_textured.jpg Textured model
To assess the plugin, Test files are provided in a separate zip. First load the ZBrush document named Pixol2Pixol_test.zbr. This is simply an empty canvas apart from a 10 pixel red square placed on a separate layer. Load a model of your choice and then apply one of the included textures. All are chequerboard patterns of 10 pixel squares. Press the plugin button and compare the texture with the red square.
INSTALLATION:
Unzip the zip file to your ZStartup\ZPlugs folder ..\ZBrush2\ZStartUp\ZPlugs).
You may need to create the ZPlugs folder if you have a new installation of ZBrush.
Restart ZBrush. You should now have an Pixol>Pixel subpalette in the Texture palette, with a Pixol>Pixel button.
The model used in the pictures is one by
Anh Nguyen (http://www.zbrushcentral.com/zbc/showthread.php?t=030040) available for download. Follow the link.
Updated for ZBrush 3.1 April 19 2008
This is basically the same as the original version except for the addition of an adjustment slider. Different types of UV mapping can need different scaling and the slider takes care of that. For example, for AUV tiles leave the slider at 1 but for pelt mapping set it to .5. It's also useful for when you want to work on areas that take up more or less of the UV area.
For best results use the test files (they are still good for ZBrush 3.1).
***Download ZBrush 3.1 version here*** (http://www.zbrushcentral.com/zbc/attachment.php?attachmentid=90531)
I hope you find the plugin useful. Any feedback appreciated. :)