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turrican
07-18-04, 03:21 AM
Hello,

The character below is a mosquito I`m making for an animated short. With the help + advice of a few people on the forum I`ve learnt how to make the eyes and have just finished the material for the face.

Sorry to say I`ve hit another wall and again could use the help of some fellow zbrushers.

The mosquito skin is a combination of a material and a bit of paint, how can I combine the material and paint to make a texture?

Once I`ve got this texture I will add it to a normal mapped mosquito in lightwave and so will hopefully have him looking as good in Lightwave as it does in zbrush... is that it ? or will I need anything else from zbrush to make it happen?

again thanks to the people that have answered my previous posts, I`d be very grateful for a little more help.

http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1090146076wdv.jpg

Ron Harris
07-18-04, 10:09 AM
I think you are wanting to use the MGRBZ grabber to do that required task. I found this in the quicklinks section..http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004425 there were some others also on using that tool....if you end up needing a bit more help dont hesitate to ask..
Happy Sunday,
Ron

aurick
07-18-04, 11:30 AM
Your eye material is distinctive for its specular and translucency settings. These cannot be exported. Sure, as was suggested above, you can bake the shading to the texture but then it won't respond correctly to the light. Your specular highlights, for example, will be permanently fixed in one position regardless of the light settings.

What you need is to create maps for the specular channel and translucency in your other application. ZBrush can assist with this, and this tutorial (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013523) will tell you how.

burtybyright
07-19-04, 05:54 AM
I`m trying hard with this chaps but getting confused. I understand that material settings such as specular, transparency has to be done within the 3D program (Lightwave in my case)

basically heres my model with no material, then I`ve loaded a skin material to it. Could you please simply show how I can save this off this as a texture? retaining the colour information.

thanks for help thus far

http://www2.zbrushcentral.com/uploaded_from_zbc/200407/user_image-1090241553xjl.jpg

Ron Harris
07-19-04, 08:02 AM
Aurick is right as rain. What I was showing you ( in this script I just woke up and made for you for this) is a way to texture using your existing texture....and I also thought that this might give you ideas in what you wanted to do. I understand the bit about the specular highlights etc. If you run the script I post here, put the show notes on within the zscript pallette. I did the basic technique on a 3d sphere rather than a modeled head, but it should work for a regular modeled head as well. The texture for your eyes is a different matter for sure, but for the skin of the basic head this should work, at least in my mind, though Aurick's suggestion is more than likely better. I am a basic type of guy without getting into the depths of mathematics that make programs work.
You may try this painting/texturing method with Projection Master. I have done head models before and painted them statically (snap shot into place) only later to really love a piece of skin texture I made or something and use a method shown in this script example to recapture that skin patch and texture my new piece.


If this script is worthless to you, then please disregard it. If not, then I am glad to have been of some help.
MGRBTechniqueSimple1.TXT (http://www.pixolator.com/ubb/uploaded_files/user_file-1090249268ipx.txt)

Cneofostistos aka Christos aka Tina...etc fist showed me this technique several years ago. (give credit where credit is due)

Kind Regards,
Ron

burtybyright
07-19-04, 09:14 AM
Thank you very much for your help guys + cheers Ron for spending the time to put that script together, much appreciated. I`ll now have play + hopefully get this finally sorted.

Thanks!!