View Full Version : Image Plane 3 - plugin upgrade
marcus_civis
05-31-07, 06:14 AM
ImgPlane01.jpg
ImgPlane02.jpg
Image from www.3d.sk (http://www.3d.sk)
Image Plane 3 provides an easy way to load images into ZBrush for use in texturing, either using ZProject brush polypainting, or with Projection Master as in the Texturing with Photo Reference tutorial (http://www.zbrushcentral.com/zbc/showthread.php?t=33715) .
* For ZProject polypainting, quickly change the background Image without leaving Edit mode.
* For Projection Master texturing, Image is automatically wrapped onto your model.
INSTALLATION
The zip contains:
ImagePlane_readme.txt - the readme file
ImagePlane3.zsc - the plugin file
Unzip the zip file and place the ImagePlane3.zsc in your ZBrush 3 ...ZStartup\ZPlugs folder.
Restart ZBrush. You should now have an Image Plane subpalette in the Texture palette, with a LoadImage button, ImgSize, Shift H, Shift V and Model Opacity sliders. Shift-click the LoadImage button for help.
HOW IT WORKS
Click the LoadImage button to create an image plane. If a texture is selected that image will be used, otherwise you will be asked to choose an image file.
If a model is in Edit/Transform mode then the plane will be placed behind the model (for example, for ZProject brush polypainting). If Projection Master is in use, the plane will be wrapped onto the model and adjustments can be made using Edit Move mode or the gyro.
Use the ImgSize slider to adjust the size of the image as a percentage of document size. For polypainting with the ZProject brush the slider value should be changed before loading an image.
The Shift H and Shift V sliders adjust a background Image when a model is in Edit mode. They have no effect in Projection Master.
The Model Opacity slider is for adjusting the opacity of a model against a background Image used as reference for sculpting. It can be used with subtools. Simply adjust to the desired level. The Fast Shader material works well with model opacity.
The RePos button will store a model's position for recall later. Shift+click the button to store, click to recall the position.
EDIT: Now updated for ZBrush 3.1
I hope you find Image Plane 3 useful.
DerLandvogt
05-31-07, 06:42 AM
:D
Hi Marcus
Thanks a lot
Erklaerbar
05-31-07, 07:35 AM
Thank you Marcus, your plugins and scripts are always top notch and improving the workflow in Zbrush to a whole new level.
I had to disregard pixologics warning about installing Z2 plugins, because im so used to your plugins that i rather live with the hickups than working without them:)
yes thaank you Marcus love your plugins:tu:
Plakkie
05-31-07, 08:07 AM
Wow, that's very useful! Thanks many times for all those great plugins Marcus!
marcus_civis
05-31-07, 08:14 AM
Thanks guys, your comments are much appreciated. :)
I've just posted a small update so that the plugin now includes a Model Opacity slider. This adjusts the opacity of a model while sculpting against a background image and makes a quick-and-easy sculpting with photo reference method. Select the Fast Shader for best results. It can be used with subtools.
Cheers,
andreseloy
05-31-07, 08:28 AM
Thanks Marcus
Andreseloy
So when did you say they are going to hire you? (he he.) You seriously rock dude! Someone should make you a ZBrush medal of honor or something like that.
You inspire me with your passion to make everyone's life easier.
Great work bud!
NickZ. :)
Plakkie
05-31-07, 08:46 AM
I was just about to ask about opacity, and lo', there it is already! Great stuff!
Reactor
05-31-07, 08:54 AM
Wow, this is so good it's scary. Big thanks! :D
Reactor
05-31-07, 09:10 AM
One small request- sliders to adjust the placement of the background image plane. If an object is in edit mode and the image is changed, there's no way to shift its placement on the canvas (unlike if it's changed without a model on the canvas).
:)
Thanx Marcus! This will come in handy one day :)
marcus_civis
05-31-07, 09:58 AM
Thanks guys. :)
One small request- sliders to adjust the placement of the background image plane. If an object is in edit mode and the image is changed, there's no way to shift its placement on the canvas (unlike if it's changed without a model on the canvas).
Now updated with sliders for shifting background image horizontally and vertically when a model is in Edit mode. :)
That's it for now, folks. ;)
ChillWill Graphix
05-31-07, 09:59 AM
WOW - thought I was going nuts for a mintue there. I saw this post at work this morning and the attachment was there. And now I am home and was wanting to grab this, but it wasn't there. I thought I was going crazy - I was mousing over everything trying to find a link or whatever. Then I hit refresh and your updated version was there LOL Thank you for your time and effort on this - oh, and thank you for sharing!!!
Later - Mike
Reactor
05-31-07, 10:03 AM
Yay, thanks again Marcus :)
WailingMonkey
05-31-07, 10:29 AM
fabulous work, marcus!
Many thanks for updating this powerful script!
You just plugged another hole in the pipeline. ;)
WailingMonkey
voodoomonkey
05-31-07, 10:43 AM
Thanks Marcus.
No more going back to 2 now!
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey
Atwooki
05-31-07, 10:47 AM
Well done, Marcus :tu::tu::tu:
Many thanks once again :)
Chris
Jason Belec
05-31-07, 11:03 AM
Marcus you have been on a role from beta testing to now! Your talents and pasion to help are worth aspiring to. Or paying for... ;)
aminuts
05-31-07, 11:11 AM
Excellent Marcus!! Am gonna love being able to switch out textures.
Note to nuts: time to make a new Zbrush 3 fav plugs link
page on website :D
jbrophy
05-31-07, 11:42 AM
Fantastic, very impressive.
Question, after I use it my Materials all seem to be a bit darker. I can't seem to figure out how to resolve this. I am sure it is user error.
Thanks
Jesse
marcus_civis
05-31-07, 11:49 AM
Thanks for the comments, guys. :)
Question, after I use it my Materials all seem to be a bit darker. I can't seem to figure out how to resolve this. I am sure it is user error.
Jesse,
Can you explain what you are doing when this occurs? I'll see if I can find what's happening.
Thanks,
Hi there and thanks Marcus
Guys you can see the brush shape (ther red circle) when use edit mode in projection mode ?
Thanks !
hirnlaich
05-31-07, 11:59 AM
Thank you Marcus, absolut fabulous.
This is great but I do have a question. I'm following Ryan kingslian's tutorials that use this plugin. Everyting seems to work great but I've relaised that the head that Ryan uses had un-wrapped UV's. I on the other hand am only using GUV tile UV's. The problem being that the technique he uses is to save out 3 different textures each with different parts of the head textured. He then goes into Photoshop and picks out the best parts from each texture and combines them into one. With GUV tiles this would be a logistical nightmare. So has anyone got any bright ideas of how one would solve this.
The only way I can think of is by loading each texture up and painting all the bits black that I think would be better suited using one of the other available textures . Then in Photoshop I can see which bits need to be removed. I have a feeling this is a rubbish way though.
Pete B
Blaine91555
05-31-07, 07:33 PM
Thanks Marcus :tu: :tu:
I've been missing these plug-ins. Your work and time is greatly appreciated.
Don't suppose you could write a script to transfer thought from my brain to the software and have it modeled and textured automatically ? ;)
aminuts
06-01-07, 12:05 AM
fizzy....go to the wiki and check out zproject painting tutorial...that should help you do what ya want easier than pm.
Marcus....i notice the same darkening of materials when using subtools......not sure if its the same problem but am sure it is related........seems to me for some reason....even if all use same material....the tool with focus is lighter than other subtools...this is with matcaps....don't recall noticing with other materials but would test that first
Thanks Aminuts but correct me if I'm wrong but doesn't Zproject only allow you to clone parts of an image onto your mesh? Although that's what I want to do the thing I like about image plane is the fact you can manipulate the image to where you want it on the mesh.
Marcus mentions that you can use image plane with zproject. I tried this but it seems to me that because the image is only in the background you can't manipulate it? If you can then that would solve my problem.
Pete B
andreseloy
06-01-07, 03:25 AM
you can use ZProject for
1.-Texture an object from:
a.Background image
b.Other Object
2.-Bas-Relief effect on a PolyPlane
3.- transfer sculpting information from one mesh to another mesh
See this Marcus Civis tutorial
http://www.zbrushcentral.com/zbc/showthread.php?t=46330
Andreseloy
Thanks andreseloy. I haven't got Zbrush3 here at work so can't run the script.
Does it mean that I can use the exact same technique as you can with the image plane in Projection Master, as in being able to use a plane with a texture on and manipulate it to where you want it on the top mesh?
If so I still don't understand how you do that?
Pete B
marcus_civis
06-01-07, 04:13 AM
fizzy,
There is a technique where you can push the texture around and use ZProject. It works in a slightly different way to the Projection Master technique but the result is the same - you can pull the detail around to where you want. I'll put together a short tutorial when I've a moment later.
Neither technique gets over the issue that to edit a texture map in something like Photoshop you really need a map that is recognizable rather than the AUV or GUV tiles chequerboard. I think probably the ZProject method has greater flexibility.
Later,
Brilliant ,many thanks Marcus I really appreciate that as I know you must be really busy.
I'm guessing the best way to use the Zproject using GUV tiles would be to mask off the areas where you don't want that particular texture to go...or hide?
Pete B
marcus_civis
06-01-07, 01:56 PM
I've updated the plugin again - nothing critical:
* added RePos button to store and recall a model's position. This can be useful if you are using ZProject and want to check your model by rotating - store the position first and then the button will return you to the exact same position later.
* planes are now initialised to same proportions as the image. This can be useful if using Kris Costa's technique in Projection Master.
There is also a tutorial for fizzy here:
ZProject & Adjusting Photo Reference (http://www.zbrush.info/wiki/index.php/Tutorial:ZProject_and_Adjusting_Photo_Reference)
Note that you need the new version (revB) for the tutorial method.
sartarius
06-02-07, 03:33 AM
in new version image size stop working :(
Thanks so much for that, that's a really nice and easy to follow tutorial I really appreciate your help. I can now finish the piece I was working on.
Many many thanks :tu:
Pete B
marcus_civis
06-02-07, 11:27 AM
in new version image size stop working :(
sartarius, the image size slider will only work if the plane is active (as in Projection Master or if you load an image to a blank canvas). It won't work if you have a model in Edit mode as then the image plane is loaded as a background and is no longer editable. You can use the Shift H & V sliders to shift the backround though, or simply change the size before loading the image.
fizzy,
I'm glad the tutorial was useful. :)
Cheers,
TrapDoor
06-02-07, 02:36 PM
Hi Marcus,
Thank you .......was counting the days for this one! :tu: :)
TD
Rastaman
06-05-07, 10:53 AM
Yes Marcus, thanks a lot.:D
chamade
06-06-07, 04:48 PM
Is there any way to display the circle(brush) when using tweak to deform the image plane in projection master?
This worked in 2.0.
TrapDoor
06-06-07, 06:17 PM
Hi Marcus,
Have had a chance to try this out. Seems to be missing one thing and that is the multiple store buttons for different positions. Any chance you may include those soon?
Thanks!
TD
Abyssis
06-07-07, 03:29 AM
great one, marcus :tu:
thank you very much...
-cheerZZZ- :)
marcus_civis
06-07-07, 03:50 AM
Thanks guys. :)
chamade,
I'm afraid I don't know a way of displaying the brush size - it's a quirk of ZBrush3 which may be corrected in an update.
TrapDoor,
I'd hoped to keep the plugin simple but it makes sense to add in this functionality if people are going to use it for reference image modeling. However, at this point I'm going to wait for the ZB3 update which hopefully shouldn't be too long. You'll have to make do with the single RePos button in the meantime (download again if you didn't get this version).
Cheers,
Malleable man
06-07-07, 11:28 PM
Thank you Marcus for the plugin and the tutorial.:tu:
njmaxaddict
06-12-07, 06:59 PM
Hey Marcus,
Is there anyway to use this script in the Rapid UI mode? Thanks
marcus_civis
06-13-07, 02:06 AM
Thanks for the comments, guys.
Is there anyway to use this script in the Rapid UI mode? Thanks
njmaxaddict,
The plugin should work fine in Rapid UI mode but you will need to press the Menus button at the top of the UI to get the Texture menu to show up. Click on the Texture menu and the Image Plane subpalette will be at the bottom.
Cheers,
njmaxaddict
06-13-07, 07:57 AM
Great Marcus! Works like a charm. Thanks again for an awesome tool!
marcus_civis
06-13-07, 11:28 AM
Great Marcus! Works like a charm. Thanks again for an awesome tool!
Great, glad you got it working. :)
spaceboy412
06-14-07, 12:36 AM
perhaps a dumb question but is this like a new version of reference image 2 or can i use both? should i use both?
marcus_civis
06-14-07, 01:09 AM
perhaps a dumb question but is this like a new version of reference image 2 or can i use both? should i use both?
spaceboy412,
This is an update for ZB3 of my previous Image Plane plugin. It's primarily designed to aid working with photos for texturing, rather than modeling from a photo reference. However, it is possible to use it for modeling as there is a button for storing model position and a slider for adjusting transparency.
Reference Image 2 (or the earlier Reference Image) should not be used with ZBrush 3. There is an issue with subtools that can cause ZBrush to crash. As an alternative there is the Image Plane X technique described in the Wiki :
http://www.zbrush.info/wiki/index.php/Tutorial:_Sculpting_A_Skull
I agree it's a bit confusing with the various image planes and perhaps I should have changed the name of my plugin.
HTH,
spaceboy412
06-14-07, 01:52 AM
thanks for the reply, i will give it a shot, i rather prefer to work from a background image instead of the cube way in the skull tutorial cause i can put all kinds of closeups and detail shots. will the reference image 2 work in z3 if i dont use subtools? are there plans on updating that if not?
marcus_civis
06-14-07, 02:15 AM
will the reference image 2 work in z3 if i dont use subtools? are there plans on updating that if not?
No, I'm afraid there are other issues which will prevent Reference Image 2 working properly in ZBrush 3. I expect it will be updated at some point but I'm not sure when.
ezraholland
06-30-07, 05:56 AM
this command is not recognized in zbrush 2 ? is there any way to make objects transparent for modelling with image references in zbrush 2 ? cheers
marcus_civis
07-01-07, 09:51 AM
this command is not recognized in zbrush 2 ? is there any way to make objects transparent for modelling with image references in zbrush 2 ? cheers
ezraholland,
This version of Image Plane is for ZBrush 3 only (apologies, I should have made that clearer in the first post). For modeling with reference images in ZB2, take a look at the Reference Image 2 (http://209.132.96.165/zbc/showthread.php?t=038313) plugin.
Just wanted to say THANKS!!! again and again! This one I've been missing!
wenna
Marcus,
I love ur plugin, congratulations.
but, it's a some way to apply in the Tutorial:ZProject and Adjusting Photo Reference to no activate the DISABLE UVS because tis erase my uvs... and i cant export the texture... Idont want to lost my configuration of my uvs with GUVTILES or something like that.
Thnaks
marcus_civis
07-06-07, 09:52 AM
Marcus,
I love ur plugin, congratulations.
but, it's a some way to apply in the Tutorial:ZProject and Adjusting Photo Reference to no activate the DISABLE UVS because tis erase my uvs... and i cant export the texture... Idont want to lost my configuration of my uvs with GUVTILES or something like that.
Thnaks
kikesa,
Before you disable UVs, switch to the lowest subdiv level and export your model as an OBJ. This will preserve the UVs. When you've done polypainting, import the OBJ again into the lowest level then switch to the highest subdiv level, and create a blank texture of the size you want, before pressing the col>txr button.
SpaceMan
07-10-07, 01:46 AM
Marcus sense you have a trans slider for the models in the Z3 plugin - can you add a model onto a background then on another layer add another (same) model and adjust it to get a trans fit over the model on the first layer. Here's a link to when I was working on that in Z2 - and you where kind to help
http://www.zbrushcentral.com/zbc/showpost.php?p=265073&postcount=31
Thanks
marcus_civis
07-10-07, 04:12 AM
Spaceman,
I'm not sure that the transparency method used in this plugin will really do what you want. For a start, it will only appear transparent when everything is on one layer. Also, as it is only adjusting the RGB intensity, material effects are ignored.
To get an effect similar to that in the thread you mention you need to use the same method as there - using a material with transparency, two document layers and switching off Flatten in the render palette. Currently though there is an issue with subtools, Flatten and layers which can cause a crash.
We love u men, this its the final step that we need!!!
God Bless u a lot to share ur tool with the zbrush people! :tu:
SpaceMan
07-10-07, 06:41 PM
Thanks Marcus:tu:
The RGB INTENSITY have to be in 100 to fill the texture with all the intensity!
Thank u marcus
Pobitopunk
07-19-07, 01:04 PM
:d Muchasss Graciasss
Hi!
I'm currently starting to change from ZB2 to ZB3 and combining this with an in depth- study ;)
I just upgraded to ZB 3.1 and now, when I want to load the image, it writes something like "Alpha:Brush00" not found
Can anyone help me with this?
Guess I'll have to switch back to ZB2 for texturing...
(it worked with ZB3.0 by the way)
marcus_civis
08-09-07, 09:56 AM
I just upgraded to ZB 3.1 and now, when I want to load the image, it writes something like "Alpha:Brush00" not found
Yes, I'm aware of this. I should be able to post an update later today.
Thanks,
WailingMonkey
08-09-07, 10:14 AM
Yes, I'm aware of this. I should be able to post an update later today.
Thanks,
Very, very good news! Thank you, marcus_civis! :)
WailingMonkey
rivethead777
08-09-07, 02:56 PM
great plugin thanks marcus,this really helps put ,hope u fix the for 3.1:)
marcus_civis
08-09-07, 03:12 PM
great plugin thanks marcus,this really helps put ,hope u fix the for 3.1:)
The plugin is now updated for 3.1:
http://www.zbrushcentral.com/zbc/showthread.php?p=362367#post362367
rivethead777
08-09-07, 03:31 PM
thans alot buddy,you should work for this company:) u make the good additions:)
WailingMonkey
08-09-07, 10:28 PM
awesome!
thank you for updating this, marcus_civis. :)
WailingMonkey
Maya4fun
08-10-07, 06:45 AM
Thank you so much marcus.
Really appreciate this new version.
Emmanuel . (O_O)
I'm trying to follow the "ZProject and Adjusting Photo Reference" tutorial using your ImagePlane3.1 plugin but I can't resize the plane.
I active the plane subtool and as soon as I move the slider for size in the deformation subpalette I get an error message (see attached gif). After clicking ok ZBrush exits. The mesh does not have too many polys (< 3 mio) for my system. I don't know whether I miss something or this is a bug in 3.1 or has something to do with the plugin.
Can somebody confirm this error?
-Andrea
marcus_civis
08-11-07, 02:06 AM
I active the plane subtool and as soon as I move the slider for size in the deformation subpalette I get an error message (see attached gif).
Andrea,
Yes, I get the same error. I'll look into it.
Thanks,
Maya4fun
08-12-07, 07:59 AM
No problem for me it works like a charm but i'll use "gyro" and not the slider in deformation.
And here the first result.
MadMutant
08-12-07, 12:24 PM
Marcus,
I've used Image Plane 3 in version 3.0 without problems but I've upgraded to 3.1 and when I try and load an image, I get the following errror:
ZScript Note: Interface item could not be fou...
Alpha:Brush00
in...
[IPress,Alpha:Brush00]
I've tried all the supported image formats, .psd, .jpg, etc., and also a variety of Alpha settings to see if that would help, but alas, no.
marcus_civis
08-12-07, 02:15 PM
MadMutant,
Yes, I have updated the plugin so that this problem doesn't occur. Please download the new version from the first post.
Many thanks,
MadMutant
08-12-07, 04:07 PM
Marcus,
Thanks for your very prompt response. I don't know if this will help anyone else but I had a copy of the old Imageplane still in the ZPlugs folder. I'm guessing it's an older version or a 2D varient. Removing it seems to have eliminated the scripting error I was getting and whatever conflict was occuring.
Thanks again,
Tom
No problem for me it works like a charm but i'll use "gyro" and not the slider in deformation.
And here the first result.Because, when i try to move the plane with the gyro all the objects are move it with this...:(
Thanks
Abyssis
08-13-07, 12:17 AM
....simply great, m_c :) thank you very, very much...
-cheerZZZ-
spaceboy412
08-13-07, 01:58 AM
Marcus, although i'm pretty sure this is not the plugin's fault maybe you know whats going on.
When using the move brush i cannot move the surface's profile, where it transitions from my model to the background image. zbrush just will not grab anywhere near the edge, no matter the intensity or brush size.
Ive checked and this did not happen in z2 or z3.
this is similar to some problems cannedmushrooms was having in his pixie thread, about the move brush near edges.
marcus_civis
08-13-07, 02:38 AM
Marcus, although i'm pretty sure this is not the plugin's fault maybe you know whats going on.
When using the move brush i cannot move the surface's profile, where it transitions from my model to the background image. zbrush just will not grab anywhere near the edge, no matter the intensity or brush size.
Ive checked and this did not happen in z2 or z3.
this is similar to some problems cannedmushrooms was having in his pixie thread, about the move brush near edges.
spaceboy,
This is ZBrush behaviour. :(
The plugin puts the image way behind the model so that the model isn't clipped by it. The problem you describe happens.
Now try this: Clear the canvas and select an image in the texture palette. Fill the canvas, Ctrl+F. Now draw your model and enter edit mode. You can use the Move brush near the edges... but you can't rotate the model other than by using the 'frame' area. Move the model forwards until it can be rotated, problem as above results.
I don't have any idea how to solve this one satisfactorily just now. :(
Maya4fun
08-13-07, 09:30 AM
@ kikeXa :
I have just load my models after ctrl+n for new document and i click on load for loading image and after i just push move (w) and i have gyro i place my plane where i wan't and after i call my object and Voilà....
Hope this help you.
Emmanuel.
khilphil
08-15-07, 01:47 PM
MadMutant,
Yes, I have updated the plugin so that this problem doesn't occur. Please download the new version from the first post.
Many thanks,
Marcus, any chance you have the old version which worked for 3.0 available? We havent upgraded in the office yet, and I really would like to use it.
Thanks or your help
Peter Pankras
08-15-07, 04:12 PM
Since it's release.. this really is the most used tool for me in Zbrush3.
Just want to thank you for it.. don't know what to do without it.
I have 2 additions that would make it even more powerfull..
Do you think it is possible to add the ability to rotate your image plane just like the U and V shift sliders.. this would make it even better when using it for zproject texturing with polypainting?
And also a button to flip your image horizontally and vertically..
You deserve a price for this plugin.. and from now on it should be integrated in zbrush in the basic!
Peter
Grotius
08-16-07, 01:31 PM
This is a great plugin; thanks for your work on it!
Can this plugin be used to create two perpendicular, intersecting planes, like those used for the "skull" tutorial in the docs (and in a related training video by Jason)? If not, how would I go about creating such a thing?
Thanks again for a very useful plugin.
marcus_civis
08-16-07, 03:17 PM
Thanks for the comments guys, :)
I hope to post a version that will work better for reference image modeling as soon as I can.
khilphil
08-16-07, 04:55 PM
I would rave about how great you have been to this board, but I'm sure you have heard enough. I don't post often, but I have noticed your contributions to ZBC and to me as well. Thanks.
spaceboy412
08-17-07, 07:07 AM
Marcus, once again most likely not an issue with the plugin but who knows, When ever i move points of my model that are along the edge where it meets up with the image i get a refresh problem, it turns grey so i can no longer see the image or how my model is now lining up with it, the only way to get the images grey area back is to rotate or move my model pretty much after every modification. why is this happening?
also i can now move points along the edge as long as the model is intersecting the image plane, however trying to rotate it is impossible without going to the rotate button or the "safe area". what would be ideal is the way it used to be, image in back, being able to move points along the edge and being able to move/rotate/scale model the normal way with the cursor.
i've included a short vid of what i mean.
http://i4.photobucket.com/albums/y101/spaceboy412/Untitled-1.gif
marcus_civis
08-17-07, 07:15 AM
Grotius,
I'm not sure how feasible this is for this plugin but I will look into it.
spaceboy,
I am working on a new version which will solve both the screen redraw problem, and the move points/ rotate model problem. Also a few enhancements for modeling with reference images. :)
Thanks,
marcus_civis
08-17-07, 07:16 AM
Peter Pankras,
It would be good to have some control like this. I will look into it.
Thanks,
wckedsunny
08-17-07, 07:39 AM
Spaceboy
Bake the layer of the image plane, that way it will not go blackish untill you have memory problems.
work on your model in a different layer.
Marcus
I have found a different problem.
once when I load the imageplane( without baking the layer) and save the document, the next time I open it , few of my short cut keys stops working.
like 'A' for zsphere preview does not work.
I have no idea this is due to image plane or is a bug of z 3.1.
will do more testing.
spaceboy412
08-17-07, 07:59 AM
wckedsunny,
baking didnt solve the refresh problem, and using another layer negates the transparency
Hi Marcus, Sorry to bother you with this, but i'm struggling so much with zbrush because of the lack of docs. I'm trying to use your image plane (aug 07) in zb3.1 but my picture doesnt seem to create a new texture. I'm working from a video tutorial from pixologic but in zb2 and all i seem to end up with is a distorted image plane, and after picking up my model doem't display the mapped texture.
Could you please for us do a small step by step guide on the use on the plane.
IE, create object, load immages for use, click this, move that,
What i'm trying to do is the 3 profiles of the face, side, 3qrt and front projections, but no matter how hard i try i just cant get anything to work.
respectfully
Roland Kaiser
08-18-07, 03:58 PM
Hi marcus, thanks for the update.
Cheers
Roland
marcus_civis
08-20-07, 05:55 AM
Hi Marcus, Sorry to bother you with this, but i'm struggling so much with zbrush because of the lack of docs. I'm trying to use your image plane (aug 07) in zb3.1 but my picture doesnt seem to create a new texture. I'm working from a video tutorial from pixologic but in zb2 and all i seem to end up with is a distorted image plane, and after picking up my model doem't display the mapped texture.
Could you please for us do a small step by step guide on the use on the plane.
IE, create object, load immages for use, click this, move that,
What i'm trying to do is the 3 profiles of the face, side, 3qrt and front projections, but no matter how hard i try i just cant get anything to work.
respectfully
Hello Rachel,
Here is a brief step by step to the Projection Master/ Photo Texturing method:
1. Load up the DemoHead ztool, draw on the canvas and enter Edit mode (press 'T').
2. Create a new texture in the Texture palette, 2048 x 2048.
3. Switch to the lowest subdivision level, then press Texture:Enable UV, then press Texture:AUV tiles.
4. Position your model and then press 'G' to enter Projection Master. Make sure Color is on and the rest are OFF. Uncheck Fade (you may want to experiment with this setting later). Click Drop Now.
5. If the photo/image you wish to use is already in the Texture palette, select it, then press the Image Plane button in the Texture palette; otherwise just press the Image Plane button and choose a file. The image will be loaded a placed over your dropped model.
6. You can now move the image around if you wish so that it fits your model. If the size need s adjusting, switch off Edit and switch on Scale so that the gyro appears, then click and drag inside the gyro to scale.
7. Press 'G' when do to pick up from Projection Master.
Notes:
i) Most times that you pick up from PM and the texture is blank it is because there are no UVs assigned.
ii) The same method can be used for polypainting. Before dropping in PM, make sure no texture is selected. Press Color:Fill Object to fill the mesh with white, then drop in PM and continue as above.
I hope that helps. Let me know if you still have problems. :)
Hi Marcus,
Thanks for the info, I can see what the problem is now, not sure what to do to solve it, so perhaps one more little piece of info. I loaded the demon head and was able to do what you said at the point, texture:enable UV, but with my model I cant enable the UV. My Ztool is a PM3d. Is it possible for me to change it to whats required. ???
Many, Many Thanks..
Rachel
marcus_civis
08-20-07, 02:13 PM
Rachel,
If your model is a polymesh then all should be OK. Have you part of your mesh hidden perhaps? With your model drawn on the canvas and in Edit mode, Shift+Ctrl+Click on some empty canvas. That will show the whole model should you have inadvertently hidden some part of it. Then try and enable UVs again.
HTH,
Marcus,
Thanks , that did the trick, I only had a small moment after that, as my character was still in matcap red. so the image was a translucent red, but sussed that ok. I did get a warning that my images were not of sufficient resolution for my model though, but no problem ther..
Thank again marcus. Think i'm just about there now. :rolleyes:
Rachel
Sorry to be a bother but in loading and attempting to use the image
plane feature, I keep ending up with the same error message
error.jpg
Where is the zbrush lost and found?:D
marcus_civis
08-21-07, 07:37 AM
Sorry to be a bother but in loading and attempting to use the image plane feature, I keep ending up with the same error message. Where is the zbrush lost and found?
There has been a change of labels resulting in a number of mislaid alphas. Please proceed to the Lost Property Office where you will be given an updated download:
http://209.132.96.165/zbc/attachment.php?attachmentid=65267
:)
Sorry to be so long thanking you, deadline approaches.
Also in the property office found underwear that I had lost
in 1989 ( very good year).
Im trying to use this to make front and side planes so i can make a model from refrence pictures but i cant figure out how to do this.I remeber in 3.0 there was this script where u had to make the refrence pictures into one picture and it would make 2planes with the refrence on them is this what i have to do here to? im talking about the scull tutorial from pixologic. Anyways could someone tell me how to do this thanks.
hey im tryin to make 2 refrence planes one for side and one for front views but i cant figure out how to do this can someone help me out please
thanks
marcus_civis
08-26-07, 01:58 AM
hey im tryin to make 2 refrence planes one for side and one for front views but i cant figure out how to do this can someone help me out please
thanks
EMKO2,
I am planning to add a quick way of doing this but at present you need to follow the tutorial here:
http://www.zbrush.info/docs/index.php/Tutorial:_Sculpting_A_Skull
HTH,
sorry for the duble post i could see my post after i posted it and i thought i didnt post it so i did it again and it did the same thing and now today i check and i see them strange.
Still little confused. Does ur plugin work like ImagePlaneX ? where u have both side and front views in one picture ? or are u saying to use ImagePlaneX because i cant find this in 3.1
joyster
08-28-07, 12:03 PM
can you use the modeling with image plane technique if you dont have any uvs on your imported tool, and you apply an AUV or a GUV? I cant get that to work. I would really appreciate if you can make a video tutorial on this topic :)
Visor66
08-29-07, 12:39 PM
hey guys,
this seems like a great script. Although documentation about the script is good and I watched the video tutorial for ZBrush2, I have a hard time to get it work the right way! First of all what really bothers me, when I want to move the parts of the plane, the view switches to wireframe mode so I cant really see where im pushing the textures. Second while I push and pull, I cant see my cursor widget (red circle). And the last thing: as soon as I drop out of PM, the projection just happens on a few spots of the model.
Can anyone help me with this? Would be great!
Thanks
Plakkie
08-31-07, 01:28 PM
Marcus,
a small question, sorry if this has been asked already:
I want to store my object position, but when I press shift to click the button the menu collapses, and nothing is stored. Is there a way around? I'm using 3.1, and have your latest version.
Thanks again for this great script, I've used it much already. Looking forward to the update with screenupdate; would be cool! :cool:
marcus_civis
08-31-07, 02:22 PM
Hi EMKO2,
Apologies for the delay in replying. The plugin is not for the Image Plane X technique, though you can still do that in ZB 3.1. I am adding this functionality to an update which I hope to be able to release before long, perhaps next week. I'll include full instructions.
Hi joyster,
You can model using reference images without UVs. I am working on an update which will give clear options and I'll do a step-by-step to go with it.
Hi Visor66,
Thanks for the comments. First check that you don't have 'Dots Display' switched on in the Transform menu. This may be what is causing the wireframe view. The cursor will only appear as a red dot, I'm afraid, because the plane is a parametric object (but that means you can move it like that). For Projection Master, check that you have good UVs and try switching off 'Fade'.
I want to store my object position, but when I press shift to click the button the menu collapses, and nothing is stored. Is there a way around? I'm using 3.1, and have your latest version.
Hi Plakkie,
Thanks for your comments. Either put the Texture menu in the right or left tray, or make the RePos button part of a custom interface by Ctrl+dragging (after switching on Customize in the Preferences palette). That way the button should stay available for Shift+clicking.
HTH,
Plakkie
09-01-07, 12:16 AM
Ah, right! Why didn't I think of that myself... Thanks!
joyster
09-02-07, 01:25 PM
HI i wonder, in the video with Ryan Kingslien he masks from the texture. He first uses Image Plane 2 to apply the texture, then in the second video he sculpts with it. I know how to mask from cavity and mask from alpha, but how do you mask from your color texture in zbrush 3?
if i can mask from my color texture i can then use inflate and smooth in the deformation menu to get the detail, just like Ryan did.
marcus_civis
09-03-07, 01:31 AM
To mask using color from a texture you must have UVs enabled and a UV mapping method assigned. Then select the texture you want to use and press Tool:Masking: Mask by Intensity. You can vary the intensity used by changing the Masking:Intensity slider but normally you would leave this at 100.
neuromancer2
09-11-07, 10:38 PM
This is my first time using Image Plane 3. I'm following the tutorial to the letter but when I get to this part of the tutorial I'm not getting the results I should be getting-->In the Tool:Subtool subpalette, click Append and choose the Plane3DCopy from the popup (Note it will have a number such as 'Plane3DCopy1'). There may be several Plane3DCopies - choose the last one in the bottom line.
Select the new Plane3DCopy subtool then apply the photo reference to it by choosing the Image in the Texture palette popup.Switch off all subtools other than the Plane3DCopy and the target mesh.
Switch on subtool transparency by pressing the Transp button in the Transform palette. You should now be able to see your photo reference through your target mesh.
I've tried several times now and keep getting the same thing. I'm not getting the "Texture palette popup" as it says in the tutorial, so I just go to the texture menu and choose it.-->
neuromancer2
09-11-07, 11:07 PM
Well, turns out I was selecting the wrong "Plane 3D". I was selecting the one with a number, like the tutorial said, it was called Plane3D#1. The one that worked is just plane ol' "Plane3D". :rolleyes:
neuromancer2
09-12-07, 01:34 AM
Have run into another issue...great plugin btw...the only thing is how do I save it out to use in another program as a texture map!? I've looked high and low in the forums and the tutorial and nowhere does it say how to save it out. Does'nt really make sense to me that it could only be used within ZBrush. Maybe it'll come to me in my sleep...gnite.
marcus_civis
09-12-07, 01:37 AM
Well, turns out I was selecting the wrong "Plane 3D". I was selecting the one with a number, like the tutorial said, it was called Plane3D#1. The one that worked is just plane ol' "Plane3D". :rolleyes:
Really? Urgh, the naming of tool copies must vary. :( Glad you got it sorted.
marcus_civis
09-12-07, 01:41 AM
Have run into another issue...great plugin btw...the only thing is how do I save it out to use in another program as a texture map!? I've looked high and low in the forums and the tutorial and nowhere does it say how to save it out. Does'nt really make sense to me that it could only be used within ZBrush. Maybe it'll come to me in my sleep...gnite.
You can export the texture from the Texture palette. Just select the texture that you have transferred the photo to and export it out. If you've been using polypainting instead, then you'll need to assign UVs to your model, then transfer the polypainting to a new texture at the highest subdivision level.
neuromancer2
09-12-07, 11:19 AM
Hey Marcus. So I can turn on texture while using the plugin? In the tutorial it says to make sure that texture is turned off. I did use the transfer to texture option and it worked.
Thanks
marcus_civis
09-12-07, 11:34 AM
Sorry, I was a bit vague in my reply. When using the plane as a subtool with a texture applied you use the ZProject brush to transfer the photo using polypainting. For this to work, your main model has to have UVs disabled (otherwise the same texture image - your photo reference - will appear on both the plane and the model). When you've done transferring the photo using ZProject/polypaint you can re-assign UVs and do a Col>Txr to transfer the polypainting to a new texture that you can export for applying to your model in an external program.
HTH,
neuromancer2
09-12-07, 06:50 PM
OK, I get it now. I did actually got it to work last night by enabling the UV and transfering it somehow by hitting random buttons in the texture menu just to see if it would work. It must have been the Col>Txr button. I was just happy I got it to work and I could go to bed without thinking about it.
The only texturing I've done in Zbrush is with Zapplink on one project, but your plugin is more along the lines of what I am looking for and it has more uses to boot. Plus we have to wait for another update to be able to use Zapplink in the new version.
Thanks again for your help and a great plugin!
neuromancer2
09-12-07, 09:19 PM
I'm baaaack...so I open up Zbrush and get the image plane all setup, but when I use the size slider in deformation the image plane snaps to a 1 inch by 1 inch image and then get an error window every time. It did it a couple of times last nite but that was because I moved the slider in large increments, now it does it in just 1 increment...all the time. I imagine it's something with Zbrush itself and not the plugin. Since the new version I've had quite a few issues.
neuromancer2
09-12-07, 10:05 PM
So after doing the whole process about 15 more times I noticed that in the menu above the subtool menu, that the image of my model gets replaced with a plane3D image when I go to hit the texture button to load the texture onto the image plane, even though I have the Plane3D subtool selected. Is it supposed to do that? And when I hit both subtools several times to see if it will correct itself an image of my model will appear above but it's labeled Plane3D.
Then when I go ahead and apply the texture to the image plane and go to deformation to size it the Plane3D subtool vanishes from the menus.
I'm starting to think the Zbrush gods really hate me.
neuromancer2
09-13-07, 07:43 PM
I just realized it's my 3rd day trying to get this working right. So I installed Zbrush on another computer to see if it would do the same thing and make sure it wasn't just my computer. It did the exact same thing.
As you can see in the image when I go to use any of the sliders in the deformation menu the image plane shrinks or disappears all together on the canvas, and if you look in the subtool menu and the menu above it it's gone as well.
The only thing I can think of is that I'm missing a step that's not in the tutorial and I'm too much of a newb to realize it, or, it's only stable in the 3.0 and not the 3.1 version. I have no idea how I got it to work that first night if only for a minute.
And sorry for the multiple posts.
neuromancer2
09-13-07, 11:16 PM
Another post? Yes, another post. I have nothing better to do since I'm dead in the water until I get this working properly. I got it to work by mashing buttons. I think I got it working after deleting the image plane and creating another one...or two, or three when it would vanish after using the deform sliders. Eventually one of then stuck and I hit ctrl + N to clear the extra one in the background. I adjusted the image so it fit nicely to my model, about 30 minutes of work or so. I was ready to do some painting so I hit the Trans button...and the image on the image plane vanishes! AAAARRGGGHHH! Even though I had the model subtool selected!
I'll go ahead and blame myself for not knowing the subtleties of Zbrush. I'm clearly not understanding something here, and will continue to plant my hairy arse here in the dark mashing buttons until something clicks in my head...since it seems I'm the only one having this problem.
neuromancer2
09-15-07, 12:38 AM
Alright, here's an update on my issue. I found out that there is another method using projection master. Avoiding the deformation sliders all together. And not as many steps either.
I was wondering if anyone else is having the same issue using the deformation controls?
Thanks again Marcus. I have a feeling I'll be using this tool a lot now that I've got it working for me.
marcus_civis
09-15-07, 05:59 AM
neuromancer2,
I'm sorry you're having problems. I haven't been able to reproduce this exact issue but I do know that some have had problems with appending the plane as a subtool. I am trying to find a way around it for the plugin update but for a workaround, see below*).
I did notice that you are selecting the wrong plane to append. The Plane3D tool is the default one, whereas the correct one will have the same proportions as your image. In your last picture it is named Plane3D#1. I don't think this is what's causing problems but you will find that the image will be stetched to fit if you don't choose the right plane. (I probably need to update the tutorial on this to reflect the changes in 3.1 .)
Although the Projection Master way is a good one, the advantage of the subtool method is that you can ZProject-polypaint just those details you want.
*You may find that this method solves the problems you are having:
1. Load your model and enter Edit mode.
2. Press Image Plane button to load the image on to a plane. It will be placed behind the model.
3. Switch off Edit mode and clear the canvas. Select the Simple Brush from the Tool palette and draw a few marks on the canvas. ***This is very important.***
4. Select your model again but DO NOT draw on the canvas. In the subtool submenu press Append and choose the Plane3D#1 or whichever from the popup.
Select the plane3D subtool in the subtool list.
5. Now draw your model on the canvas. Press T to enter Edit mode (also Ctrl+N to clear the canvas of the Simple Brush stroke).
6. You should now be able to adjust the size of the plane using the Deformation slider and proceed with the rest of the method.
HTH,
Maya_Mana
09-17-07, 01:35 AM
marcus , your plugin is a magic ...thanks you million times
I can't wait any longer to see your plugin upgrade .. :rolleyes:
" you gave us your word to finish it off in 1 week, perhaps it takes a little bit longer to get fixed and updated .."
neuromancer2
09-19-07, 01:38 PM
*You may find that this method solves the problems you are having:
1. Load your model and enter Edit mode.
2. Press Image Plane button to load the image on to a plane. It will be placed behind the model.
3. Switch off Edit mode and clear the canvas. Select the Simple Brush from the Tool palette and draw a few marks on the canvas. ***This is very important.***
4. Select your model again but DO NOT draw on the canvas. In the subtool submenu press Append and choose the Plane3D#1 or whichever from the popup.
Select the plane3D subtool in the subtool list.
5. Now draw your model on the canvas. Press T to enter Edit mode (also Ctrl+N to clear the canvas of the Simple Brush stroke).
6. You should now be able to adjust the size of the plane using the Deformation slider and proceed with the rest of the method.
HTH,
Finally got around to giving this method a try, and it worked perfectly. I plan on using it tonite when I get home! Thanks Marcus!
neuromancer2
09-19-07, 09:15 PM
Looks like the original method works as well. It might have been the plane that I chose, just like you said. Even though I thought I tried using both.
neuromancer2
09-20-07, 12:18 AM
oops :rolleyes:
MATT_KB
09-26-07, 09:12 AM
Iv Tried Using It And When I Click Load Image Under The Image Plane Heading It Says I Need Alpha Brushh 00 , Ive Tried Selecting Brush 0 Before Doing This But It Still Doesnt Wor, Whats Wriong? Please Help Because I Really Want To Use This Excellent Script
marcus_civis
09-26-07, 09:34 AM
Hi MATT,
I think you need the version for 3.1:
http://209.132.96.165/zbc/attachment.php?attachmentid=65267
Make sure you remove the old version before installing.
HTH,
Maya_Mana
10-02-07, 04:42 PM
Great job marcus!
is there any plan for the upgrade and tutorials in near few days ( weeks !, opss shouldn't say that :) ) ??
i really need this fantastic tool .....
good luck
Maya_Mana
10-03-07, 05:23 AM
Fantastic, very impressive.
Question, after I use it my Materials all seem to be a bit darker. I can't seem to figure out how to resolve this. I am sure it is user error.
Thanks
Jessehi again
sorry but im doing this several times ... and ..using zproject tool makes the textures darker... but projection method seems o.k in this view...
another problem with projection master to me is , when switching to move or scale tool to adjust the position of the plane, it doesn't let me to go back to edit mode ... it says something like " .. to sculpt you need a polymesh ..."
got confused.... :(
marcus_civis
10-03-07, 05:49 AM
sorry but im doing this several times ... and ..using zproject tool makes the textures darker... but projection method seems o.k in this view...
another problem with projection master to me is , when switching to move or scale tool to adjust the position of the plane, it doesn't let me to go back to edit mode ... it says something like " .. to sculpt you need a polymesh ..."
Hi Maya_Mana,
I am working on an update which will make some of the operations easier, hopefully to be released later this week or early next.
When working with textures, remember that the material you have assigned to your model can make it look darker. Choose a simple material like Fast Shader to make working easier. To check what the texture looks like without material effects you can switch on the 'Flat Render' in the Render palette.
When using an Image Plane in Projection Master, don't touch the Draw mode or you will get that message. To adjust the image to better fit your model use Move mode (with Edit on). To adjust the over all size or position, switch off Edit and switch on Scale or Move, so that the Gyro appears. You can then move or scale the whole of the plane. When done, switch on Edit again and switch on Move to tweak the plane further if you wish.
Maya_Mana
10-03-07, 06:05 AM
thany you in advance marcus
good to hear your working on it... great :D
yes , that is it... i was playing with the Draw botton.. now it works fine...
another question... is the projection method resolution independent..?
i mean the created poly plate reflects high res textures on it , right ( to be projected on to the model )?
you know when zooming in, it seems a little grainny , whereas the resolution of my texture is hight enough ( 3554 x 2336 ) and im afraid the full resolution is not transfered to the model.... ( the tutorial for ZB2 says that it is better to crop and fill the canvase to one to one pixel trasfer )...
thank you again
Maya_Mana
10-04-07, 03:16 AM
dear marcus...
i just want to say thank you million times... :D
without your brilliant tool i couldn't do that in one day..
{i did it with 20 projections in Zbrush and then blending them together in photoshop }
marcus_civis
10-04-07, 04:24 AM
Maya_Mana,
That's great, I'm glad you found the plugin useful.
Im also getting the "alpha etc etc" error even with the lastest update. Does it have to be with the fact Im working on 64 bit platform¿?
marcus_civis
10-06-07, 02:04 AM
Im also getting the "alpha etc etc" error even with the lastest update. Does it have to be with the fact Im working on 64 bit platform¿?
The only thing that should make any difference is which version of the plugin you are using with which version of ZBrush.
If you are using the plugin version from the start of this thread with ZBrush 3.1 then you won't get a message saying 'can't find Alpha 00'. It's impossible because the code doesn't look for that alpha.
You may have still got the previous version by mistake, in which case delete the ImagePlane3.zsc from the ZStartup\ZPlugs folder before reinstalling.
HTH,
BillStarz
10-09-07, 02:48 PM
I'm on a deadline and was wondering if anyone knew how to actually clone or sample from photographs in order to paint (clone) onto my model?
At best I've been able to get my image to act as a brush but it just smears around instead of sampling like it would in Photoshop. I'm new at this and any help is appreciated.
marcus_civis
10-10-07, 12:32 AM
I'm on a deadline and was wondering if anyone knew how to actually clone or sample from photographs in order to paint (clone) onto my model?
Use the ZProject Brush. Remember if your model has subtools to switch them all off except the one you are painting if you are sampling from a background picture. And your model must have a high polycount to support the painting detail.
Here's the tutorial:
http://www.zbrush.info/docs/index.php/Tutorial:ZProject_Texturing
MATT_KB
10-10-07, 08:28 AM
sorry, iv looked all over for the answer but i cant find it, its been touched a few times but with no answer from what i can see in this thread, my question is when i pick my model up from projection master the texture appears to be darker, my model is se to use fast shader so it cant be that, also ive tried it with others and the same hing occurs, how do i solve this? also, and more importantly a the moment, im using Ryan kingslian's tutorial and when you move the texture around ot position it, it turns into a wire frame mesh, he says it because theirs not enough geometry, iv subdivided the plane thats being used for the texture multiple times and it still does it. should i up the geometry of my face? is their a basic amount i should stick too in my face, at the mo the geometry is around 256000. sorry if they have been asked before but iv been searching all day and cant find anything.
marcus_civis
10-10-07, 09:05 AM
MATT_KB,
On the texture appearing darker: to check that this isn't a render effect, switch on the 'Flat Render' in the Render palette. This will render your model without shading and material effects and you'll be able to see exactly what the colors are. When picking up from Projection Master, make sure 'Shaded' is off.
On the wireframe display: check that you haven't got 'Dots Display' switched on in the Transform palette. You shouldn't need that much geometry in the plane. How much you have in your model will depend on what you're doing: polypainting will require about a million polys minimum; texture painting it doesn't matter.
HTH,
MATT_KB
10-10-07, 09:19 AM
i kept shaded on, and think i put dots on earlier, thinks its them, thanks alotfor you help, as well as the speedy reply.
*********
just checked shadings now fixed but dots isnt on, have you got any other ideas on what it could be creating the mesh look?
marco_c
10-10-07, 04:14 PM
hi there! i'm "new" here as a, registered member, (just to download this masterpiece of plugin :tu: ) but i'm here for much longer reading tuts and other stuff.
i've sperimented a lot with this plugin now and i've got the same problem as MATT_KB. it wasn't because dots was on but instead because the system, or better the hardware, was too weak to handle the whole stuff on the canvas. after toying a bit i found out that the larger the canvas size is, the more ram and/or cpu heavy it gets. at the beginning i didn't realize this because i followed step by step the vid tutorial. i crop and filled with the photo reference and the canvas got extremely large (2***x15** or something). but if the system can't handle the moving points at a decent frame rate it goes automatically on dots mode, even if it's turned off
to solve it i did this:
- crop and fill
- position your mesh to fit the photo the best way
- hit ctrl+n (only mesh visible on canvas)
- exit edit mode
- resize the canvas to something smaller, but trying to maintain proportions of the photo. i for example resized to 1600x1000
- draw again your mesh to fit with that on the canvas
- projection master
- use image plane without scaling the loaded photo (it fits automatic on the resized canvas)
and there you go! you can now move points without entering the wire mode because with a a smaller canvas it's lesser system demanding
please feedback if it helped in some way
MATT_KB
10-11-07, 02:07 AM
thanks alot, it was that, i was using 8mp photos and the size of them was resizing the document to huge proportions. cheers for the advice
marcus_civis
10-11-07, 04:34 AM
marco_c,
Many thanks for your suggestions and welcome to ZBC. :) I'm glad you find the plugin useful.
Only thing to add is that it might be simpler to scale the images down in an image editor. This would give you a bit more control. The point of scaling the document to the same size as the image is to keep the pixel ratio between the image and the texture as close to 1:1 as possible so that there's the best transfer. Obviously if the texture you are working with is only 1024 x 1024 there's no point in using a reference image of 4096 x 4096. In fact, the reference image will only be used for a portion of the texture so can be smaller.
MATT_KB,
I'm glad you got that sorted.
MATT_KB
10-11-07, 08:10 AM
sorry to ask another question its just im a bit confused what to do next. iv been following a tutorial by rhyan kingsly (think thats how you spell it), basically iv done three projections, front, three quarter, and side using the script, but thats where the tutorial ends, he does say that the images should be taken into photoshop and pieced together, but thats the problem, i have no idea how i even begin to piece them together, is their any chance someone could just give me a quick low down on how this is achieved. thanks for both your help
marcus_civis
10-11-07, 08:39 AM
MATT_KB,
The technique really relies on UV mapping that is 'human readable', so that you can make sense of which bit goes where. The texture maps that you produced using the technique will have the 'front', 'side' and 'three-quarters' in the right positions but with a lot of extra white space; you need to merge them into a single texture map that when displayed on the model will look good.
The simplest way to work is to load the texture maps into Photoshop as different layers of a single image. Adjust layer transparency so that you can see through, then blend the layers together by carefully erasing the extra bits for each layer. You may need to use the clone tool to tidy some areas.
You might find it useful to work with the UVs as background. You can create this in ZBrush: with your model in Edit mode, create a new texture of the same size as your maps then press Tool: Texture: UV>Txr. This will create a texture with your UVs that you can export.
Finally, delete the UV background and merge the texture Layers together to form a single map.
HTH,
BillStarz
10-11-07, 12:03 PM
Thanks for the help, it worked.
Only problem now seems to be that as I clone the image onto my mesh, everything looks great until I "pick it up" at which time the resolution drops and the image looks like mud on the mesh. My mesh was over 4 million polys at the time.
MATT_KB
10-11-07, 05:46 PM
BillStarz I had the same problem when using the image plane script, but it was just because i forgot to set a high enough texture. i dont know if its needed for the zproject tool but you could assign a new texture around 4096 by 4096 and see if it does it still.could just be you need more polys tho
MATT_KB
10-12-07, 07:25 PM
not to long ago i saw a tutorial on how to merge the high detail model with the lowest division to reduce poly count before taking your model to max but i cant find it anywhere. does anyone know what im talking about?? once again marcus i would just like to say thanks for this excellent script as well as the help you gave me, hope you see my final model and i put your hard work to good use. cheers
marcus_civis
10-15-07, 07:41 AM
not to long ago i saw a tutorial on how to merge the high detail model with the lowest division to reduce poly count before taking your model to max but i cant find it anywhere. does anyone know what im talking about?? once again marcus i would just like to say thanks for this excellent script as well as the help you gave me, hope you see my final model and i put your hard work to good use. cheers
MATT_KB,
I think you must be thinking of displacement or normal mapping. These are improved versions of bump mapping whereby a texture map applied to the low-poly model provides the detail of the high-poly model. Displacement mapping is good for providing the courser detail - its effect is pretty much indistinguishable from the original as the outline is adjusted. Normal mapping doesn't change the outline so is good for finer detail.
These are too complex techniques to discuss fully here, so you may want to do some reading!
http://www.zbrush.info/docs/index.php/Bump%2C_Displacement%2C_and_Normal_Maps
Maya_Mana
11-08-07, 04:06 AM
hello marcus
first of all im really eager to hear about you and your new upgrade that i was waiting for weeks..
the second, i am on a serious project and i got a seriouse problem as well and i hope you can solve it...
i am trying to use your fantastic plguin as befor for a mesh ( a mountain ) with multiple uv regions in maya to get the maximum resulotion possible by applying a material to each UV region ..
importing the mesh into the Zbrush , polygon UV Grouping it , then using your plugin (image plane for 3.1 ) , i get a texture for the involved parts stack on top of each other in texture palett and if i do the projection seperatly by enable and disabling groups it'll end up to uncoverd seams which is no good...
on the other word i need each group has it's own uv region textured meahwhile the seam coverd properly within two...
please help
thank you in advance
renqianqian
11-12-07, 04:47 PM
:) Thank you very much!
walawalabook
11-24-07, 12:26 PM
anytime I use the image plane I get an error saying " interface item could not be found. alpha:brush00
in...
[ipress, alpha, brush00].
what i'm doing wrong? thanks
Atwooki
11-24-07, 01:22 PM
Hi -
walawalabook (member.php?u=95032)-
Déjà Vu here or what ???? Did you do a search??
Read posts #74 onwards in this thread ;)
EDIT: SEARCH IDEA (to help :) ) type into 'Search' (top right) = alpha:brush00 - or similar!!!)
C.
cinnamonstix
11-24-07, 01:29 PM
I was getting the alpha brush error even after installing the update-- I finally found and removed the older version of the plugin and it works great now.
Atwooki
11-24-07, 01:52 PM
Aaah! Sorry ;)
I had assumed you were on the latest v. - (assumptions are terrible, aren't they??)
Great plugin, and best of luck with it :) )
Chris
walawalabook
11-24-07, 07:25 PM
Thanks guys! it works now
This will come in handy someday ;) Thanks
evilkoolade
12-18-07, 01:24 PM
telling me to turn off alpha how do i do that
marcus_civis
12-18-07, 02:25 PM
evilkoolade,
What version of ZBrush are you running? This is for 3.1.
evilkoolade
12-18-07, 03:24 PM
probably the problem i'm running 3.0
marcus_civis
12-19-07, 01:19 AM
probably the problem i'm running 3.0
You should upgrade to 3.1. Version 3.0 is no longer supported.
JackMcRip
01-05-08, 05:21 AM
I try to use ZProject with ImagePlane.
But I have a problem with scal the plane to the size of the head.
I want to paint face texture and displace.
How can I scale the plane ?
I read in forum-search the transposetool only works in polymesh objects.
It dont work here.
I read in this thread something about resize canvas document, but I dont work, too.
Any Idea ?
JackMcRip
01-05-08, 09:32 AM
In the Tutorial http://www.zbrush.info/docs/index.php/Tutorial:ZProject_and_Adjusting_Photo_Reference
is the answer: Deformation Tools.
I have try this some times before - ZBrush crashes.
But now it works :D
Why, I don't know.
But now I can use it !!!
Thanks for Image Plane Plugin :tu:
marcus_civis
01-06-08, 03:23 AM
is the answer: Deformation Tools.
I have try this some times before - ZBrush crashes.
Jack,
Thanks for your comments and I'm glad you found the answer. :)
One way to avoid the crash is to do this for the plane (or any new subtool) before using the Deformation sliders for the first time:
1. Select the new subtool.
2. Press Tool: Deformation: Unify
3. Press Edit: Tool: Undo to undo the unify action.
HTH,
Maya_Mana
01-09-08, 11:53 AM
hello marcus
is there any plan for new features or upgrades for this great tool ?
remember! , you gave us your word a few months ago :)
marcus_civis
01-10-08, 03:30 AM
Maya_Mana,
Thanks for your comments. I've not forgotten! There is a new version in the pipeline - it's just that I have been busy with other things just recently and haven't had time to work on it. I will release a new version just as soon as I can manage it. :)
Cheers,
robinmitra1
01-14-08, 05:18 AM
marcus thanks for an update for zb3.1 :tu:
Marcus, im sure im not the first to tell mention there is a nasty big with PM.
after moving around the plane3d points with the image in projection master to my desire, baking will give a SHIFTED result in some areas. usually the eye are a of a face will shift up 20pixels or so (in monitor space) for no reason. it always shifts the same way on the same model no matter how many times i restart/redo it/reposition it.
my workflow is:
load my model, turn on colorize, load the image, store position. enter projection master with color only, click load the image for it to showup on my model, play with the plane by moving points, pickup from PM. that's it.. the result is different from what i adjusted in PM. this an amazing workflow to texture but with this bug i cant use this technique, being able to move the points is crutial i dont see how you can do it without PM. is it just me/few others or is this a zbrush3.1/reference image bug?(i do have the latest version)
ideas? solution?
thanks
marcus_civis
02-03-08, 03:51 AM
Gal,
I don't remember hearing of this before and I certainly can't reproduce the error. Can you post an image so I can get a better idea of what's happening? Do you get the same error if you use the DemoHead?
FAT_CAP
02-07-08, 09:27 AM
Im having trouble getting this to work in a production workflow.
During using the imageplane texturing tutorial it is mentioned that I have to press the disable UVs button - which destroys all my UVs that I have laid out on my mesh. Importing the level1 mesh with correct UVs again, to transfer my texture for exporting makes the polypainting very blurry with random little areas of the original resolution texture intact.
How do I go about exporting a polypainted texture using my original base UVs and this technique?
marcus_civis
02-07-08, 03:05 PM
FAT_CAP,
Is this the method you are using -
http://www.zbrush.info/docs/index.php/Tutorial:ZProject_and_Adjusting_Photo_Reference ?
There is a way of using this method without disabling the UVs. Basically you convert the plane to a a polymesh, divide a few times and transfer the image to it using Txr>Col (so that the plane is polypainted). As the plane is a polymesh you need to use the Move brush to reposition.
If you think this will help, I'll run thru a step by step for you tomorrow.
As for a blurry texture, be sure to convert your polypainting to texture at the highest subdiv level.
HTH,
FAT_CAP
02-08-08, 01:12 AM
Hi Marcus,
Yeah - thats the method that I am using and it works great until I need to bake the polypainting to a texture. I am only getting the blurry polypainting when I import my original level 0 mesh which has the proper UVs on - I guess because the polypaint is polygon resolution dependant, and so the new level 0 mesh overwrites the sharp higher level texture with a blurry lower level 0 version.
If you could run through the step by step technique where the UVs are not disabed that would be great as it seems like this would be a much better option for us.
marcus_civis
02-08-08, 12:18 PM
If you store a Morph Target before importing the OBJ with UVs you can switch after import. That should restore the model so that the polypainting is unaffected.
Alternatively, here is a run thru of the method without the need to disable UVs:
1. With the canvas clear, press the Image Plane button and load an image. The image plane will be placed on the canvas with the Move gyro showing.
2. Press the Edit button to enter Edit mode.
3. Press the Tool : Make PolyMesh3D button. Press Enter to dispell the UVTiles message if there is one. The plane will turn white as it is replaced with the polymesh.
4. Reselect the image so it is applied to the polymesh plane.
5. Divide the plane to increase the polycount. The higher the better, depending on your image size, at least the same number of polys for pixels.
6. Press Tool: Texture: Txr>Col to convert the image to polypainting.
7. Select your default material of choice, turn off Edit and clear the canvas.
8. Load your model,draw on the canvas and enter Edit mode, and press Tool:SubTool:Append. Select the polymesh plane (it will be called PM3D_Plane3D#1 or similar).
9. Select the new plane subtool and then press Tool: Deformation: Unify.
10. Use the Tool: Deformation: Size and Offset sliders to position and scale the plane.
11. Switch on the Transform: Transp button to activate subtool transparency.
12. You can now use the Move brush from the brush palette to adjust the image plane to suit your model before switching to the model subtool and transferring the image using the ZProject brush. Make sure only the model and plane subtools are visible before starting ZProject.
That should do it.
HTH,
FAT_CAP
02-12-08, 02:00 AM
Thanks Marcus - I'll give it a run through at work today and let you know how it goes. Hopefully it'll finally save me from swapping between ZBRUSH 2 and 3 for my texturing and modelling!
FAT_CAP
02-12-08, 07:01 AM
Hi Marcus - your first tip about using the StoreMT command to store a morph target would have worked when turning the UVS on and off in the Tools: Texture EnableUV and Disable UV commands however it appears that I was wrong about exactly which step was breaking my workflow and it seems to be that when I have to hit the COLORIZE command that the process loses UV information. Storing a morph target does not work in the case and the UV information isn't transferred from the stored morph target.
The walkthrough you posted works great though - Im going to test it out more this afternoon and hopefully get our ZBRUSH workflow contained all within the same version of the package.
Thanks for the swift replies :D
marcus_civis
02-12-08, 07:29 AM
FAT_CAP,
The Morph Target doesn't store UVs, simply the vertex positions. The point is that you can restore the vertices after importing an OBJ with UVs (in case the OBJ changes them and spoils the polypainting):
1. Polypaint with UVs disabled.
2. Enable UVs.
3. Switch to lowest subdiv level.
4. Store Morph Target.
5. Import OBJ with UVs.
6. Switch to Morph Target.
7. At highest subdiv level Col>Txr.
FAT_CAP
02-12-08, 08:57 AM
Ah yeah gotcha Marcus that makes sense. Will give it a try later on but think I actually like the version of doing things in the walkthrough you posted
slorpthegillman
02-18-08, 03:52 AM
I have to say, this plugin is great! I've been using it, and teaching it to my students at the Art Institute of California, San Francisco since the Zbrush 2 version. I have to say though that in 2.0, things did run a bit smoother. A, there is the (known) issue of not being able to see your brush size in 3.1, and B, the manipulation of the plane takes longer/seems more RAM intensive than it was in 2.0. I have in my tutorial, the need to subdivide the image plane, because missing the points ends up rotating the plane, which causes you to have to start all over again. This wasn't a RAM problem in 2.0, but it is in 3.1. Any ideas there? It would be nice, ultimately if this issues get sorted out, but I find that it is still such a valuable workflow that it needs to be used regardless.
For my students (who are visual learners) I have put together the following picture tutorial of what I have found to be a working workflow:
http://andrewklein.net/ai/zbrushweek3images/8.jpg
http://andrewklein.net/ai/zbrushweek3.html
I also wanted to share some of the big student successes using this tool on a bust project I have them create:
http://andrewklein.net/ai/zbrushweek6.html
Thanks again Marcus, and keep us updated.
-Andrew
Pr0ject
02-21-08, 06:47 PM
When i Try to load an Image using the image plane i get an error that says "alpha off in IAlpha alpha off". anybody know whats wrong
marcus_civis
02-22-08, 12:28 AM
Andrew,
Thanks for posting the links to your tutorial and students' work. That's great that you are finding Image Plane so useful. Things work slightly differently in 3.1 so that may be giving the problems you describe but I will give the plugin an overhaul at some point to see if I can improve it.
Pr0ject,
What version of ZBrush are you using? This is only for ZBrush 3.1.
Wozrush
03-15-08, 06:30 PM
I thought I'd use ImagePlane to import reference images so I could scale and shape my humanoid models with the image behind them, but unfortunately I don't seem to be able to move the edge of my mesh with the move brush. I can move the polys that are facing me, but not the outer edge?
Does anyone know how to solve this please? :)
marcus_civis
03-16-08, 02:04 AM
Wozrush,
In the Preferences palette, go to the Picker submenu and set the Sample Size slider to 1. That will solve the problem.
Wozrush
03-16-08, 07:48 AM
Brilliant.... thanks Marcus! :)
woow,wonderful efforts here in this thread,thanks everybody :D
you are good sort,thanks!:tu:
Hey. thanks for the plugin. i am glad i came across it. its the type of thing i'd of thort Zbrush would already have in it. you need to be payed for it and get it put in as a feature!
could you make a toggle button so it can be turned on and off? or can you already do that and i dont know how.
also is there away to make it scal with the model? so i can zoom in?
[i am using it to model somthing from a ref. image so have that in the background
gendragon
07-14-08, 08:01 PM
Thank you, Marcus Civis! :D
Anderson Soares
www.gendragon.com (http://www.gendragon.com)
Ananthi
07-31-08, 11:22 PM
Thank you Sir
S.Anandhi:cool:
ryekwon
09-14-08, 07:58 AM
you are a ****in greatman
Justin Wasilenko
10-06-08, 11:11 AM
Is there any updates to this plugin. It has one flaw that gets to me. When working on the edge or silhouette of a model it becomes impossible to move the points on the mesh with a image loaded in the background when the points are over the image. I have to move the model off to an edge or clear the screen if I want to work on the silhouette.
marcus_civis
10-06-08, 11:41 AM
Is there any updates to this plugin. It has one flaw that gets to me. When working on the edge or silhouette of a model it becomes impossible to move the points on the mesh with a image loaded in the background when the points are over the image. I have to move the model off to an edge or clear the screen if I want to work on the silhouette.
Set the Preferences>Picker>Sample Size to 1.
thank you Marcus civis
^0^
Justin Wasilenko
10-08-08, 08:50 AM
Yes thank you Marcus, this has hampered my work flow for far too long. Thanks for the tip.
kuakman3d
12-16-08, 09:46 PM
Hi, thank marcus. Image Plane is a great plugin and very useful!!! Thank you very much!!
I'm from Argentina, I hope that my "terrible english" could be understanded. :confused:
So, I'm trying to do something similar to video tutorial of "Texturing with photo reference". But I'm still with some questions about it.
From the beginning, I'm getting these material images in my experiment. Following the tutorial steps, I can get these results...
Model:
model_xsi.jpg
Projections with ImagePlane:
Projections_imageplanes.jpg
Photo References:
photoreferences.jpg
But my question is: How to mix the diferent images projections (from ImagePlane+ProjectionMaster) in photoshop to get similar results? It's suppose a very difficult task, I mean... tricky white areas in the cheen, ears, eyes.. etcetera...
When I play the second part of the tutorial, when the guy explain, "¿how can we get more detail in the model through alpha channel generated from the images?...
he doesn´t show how to fuse the layers into one composition Image texture (in photoshop). It was very perfect projection, with no seams problems, no hole, no white areas...
I'm using XSI for modelling.
- Headus UVLayout for UVs.
- Pictures resolution: 2304 x 3072.
What do you recomend me to get similar results?
Maybe, Are there some problems with pictures reference?:lol:
So, thanks a lot...
Cheers!! and Happy Xmas Pixeling!! lol ;)
hankomatic
12-28-08, 11:55 AM
Hello Marcus,
I have a new issue setting the repose position.
When I Shift - click I get the notice that "no position stored. Shift-click button to store position". Same result.
The most recent event was swapping my sapphire tablet for an artzII tablet.
Are there known conflicts with other plug-ins?
I've recently added Svengali, subtool master and transpose master.
The plug-in is great! I'm spoiled and miss this function.
Hanko
I reverted to the standard UI and it resolved the problem.
Reloaded custon UI and all is good.
iwml777
01-03-09, 08:18 PM
Thanks.
Milanautica
01-15-09, 02:36 PM
i discovered the plugin today and played the whole day with it. it's awesome and makes the texture work much easier and faster, thank you marco!
i also have some strange things going on:
zbrush 3.01-
i can load the image onto the 3d object, but when i want to scale the texture , there are suddenly just white lines. is there a possibility to fix this?? maybe in the preferences?
it just happens when i make big document sizes (4000x4000).
also subdivided it two times, like written in a tutorial when they appear but -- nothing...
help is much appreciated!
thank you,
mila
hankomatic
01-15-09, 04:58 PM
Hello Marcus,
I have a new issue setting the repose position.
When I Shift - click I get the notice that "no position stored. Shift-click button to store position". Same result.
The most recent event was swapping my sapphire tablet for an artzII tablet.
Are there known conflicts with other plug-ins?
I've recently added Svengali, subtool master and transpose master.
The plug-in is great! I'm spoiled and miss this function.
Hanko
I reverted to the standard UI and it resolved the problem.
Reloaded custon UI and all is good.The issue returned but I have discovered the cause of my problem is workflow.
I often sculpt on a tool without bothering to save a document.
Saving the document allows me to set the RePos.
I also discovered that if I want to change the pose position I have to align the new position, save and then set repose. Trying to set a new pose without saving the doc puts the model back to the original pose.
marcus_civis
01-16-09, 10:23 AM
hankomatic,
I'm not sure why you are having this issue. You may find the 'view buttons' in ZAppLink provide a better way of storing your model position. You can even save those and reload in a different ZBrush session.
Milanautica,
Setting the Preferences>Draw>ADots slider to its highest value should solve this problem.
kuakman3d,
Apologies for not replying sooner. :o
You'll need to load all your texture files into Photoshop as different layers in a single document. Then choose one image as your best image (for example, the middle one of the three you show) and then work on that to improve it. You could erase the white areas to show parts of the textures below, or use the cloner to fill in those areas. It just about using Photoshop's toolset to come up with a complete texture.
Milanautica
01-16-09, 12:59 PM
thanks for your reply marcus, i'm so happy - it works now!
thought of such a tiny detail i forgot.. thanks again!
I have a problem everything is fine but when I would like to move the texture I have a wireframe of the plane and its hard to fit the texture to the model. Is there a solution for this? Picture better describe the problem. Take a look
(http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%27122870%27,%271.JPG%27,1,0%29)
I have a 2 gigs of ram and my reference picture is only 2048x1024
Ps. in Zbrush 2 everithing is fine.
marcus_civis
01-18-09, 12:54 AM
puki,
My answer two posts above yours, the ADots slider is about this issue.
I should add that this is a way ZBrush preserves system resources and keeps the program responsive. When a model is scaled beyond a certain threshold, it switches to dots display mode, which displays it just as a wireframe -- but only while you're interacting with the object. If you stop moving it, the object draws in with full shading. Adjusting the Preferences>Draw>Adots slider adjusts the threshold.
OW wonderful thank you very much and sory about the same question but I was angry that is not working to me :(
PS
Is there a way to to speed up the prgram its very very slow do you have the same issue. I have very low poly of the mesh and the picture is only 2048x1365. where is the problem in the scale of object? Then how to solve it?
YOUR PLUGS IS WONDERFUL AND VERY HELPFUL ANCE AGAIN THANK YOU :)
DLangley
01-31-09, 07:28 AM
Hi all, I usually find what I'm looking for in the forum, but I have run across what appears to be an issue I can't find anything on; can anyone help with this.
I open Zbrush and I can rename layers without a problem, but when I activate the image plane plugin I can no longer rename layers. I can create layers but when I hit the rename button nothing haoppens. It also may be affecting renaming subtools as well, as that too seems disabled.
One other issue; when I move, scale or rotate my ztool parts of the image disapear until I alt click.
It may be something I am doing wrong. Any help would be appreciated.
marcus_civis
01-31-09, 10:20 AM
DLangley,
Thanks for mentioning this issue; it will be dealt with when I do an update. In the meantime, after using Image Plane just change the Draw Size using the bracket keys: [ or ] . (This loads a different plugin that solves the issue.)
I have not come across the display issue you mention.
puki,
Don't use a Document or Picture size any larger than necessary. For example, if your texture size is 1024 x 1024 then you won't need a picture any larger to get a good result (because the UV mapping is unlikely to cover anywhere near 80% of the whole texture and your image will cover only part of that). Larger Document sizes take quite a bit extra memory but performance will depend on your system.
HTH,
DLangley
01-31-09, 01:43 PM
Thanks for the tip Marcus, I will try that out. As for the disapearing image; I find it happens when moving mesh components with the Move brush, and Transforming with Move, Scale, or Rotate. The area on the image plane behind the ztool doesn't automatically refresh when I move the ztool. Perhaps I am doing something wrong, but here is what I am doing. First I draw out the ztl I am going to work on enter edit mode, then load the image plane. A plane 3D is made with the image loaded as a texture; I assume this is correct.
DLangley
01-31-09, 07:14 PM
Hi Marcus, I may have another issue you may want to check. When using Image Plane then use the Ctrl key for pop up information; the popup flickers rapidly on and off. I tried the bracket key fix you mentioned previously and it fixes the problem; I hope this is helpful.
Thanks again
marcus_civis
02-01-09, 04:03 AM
DLangley,
I remember that some people have the display issue you describe. You might try updating your graphics drivers as I believe that helps in some cases.
The Ctrl popup info issue you mention I was already aware of, but thanks for mentioning. It's related to the plugin not exiting properly and, as you have found, the bracket key trick solves it. (It doesn't have to be the bracket key - loading any other script will have the same effect.)
Thanks,
mohamedahmos
02-06-09, 09:09 PM
need some tutor :rolleyes:
Hi
I love image plane! Although from time to time I meet with the following error: the image plane is offset to the upper left corner of the document, and it has depth information, so it penetrates into my object. I have to restart ZBrush after six or so Image Plane uses.
Somebody could give me a hint what happens here?
this might already be asked but I'm just wondering if there is a way to fix the issue where you can't see the brush size when moving the image plane.
thx
marcus_civis
03-18-09, 03:38 AM
Jester,
Can you post a screenshot of this issue and describe the steps you are making before it happens? I have not come across this problem before.
RE3456,
I'm afraid that if you are using the image plane in Projection Master to adjust a texture then there's no way to see the brush size. This is because the plane is a parametric object - this allows it to be moved in this way - but it can't be sculpted so the cursor doesn't show. Sorry.
Is there a solution or a trick to solve the problem of loosing a quality of projected photo from image plane to model?? Maybe Im doing something wrong but when I pick up the projected texture and expotr to photoshop the quality of the texture are not so good as the picture was.
marcus_civis
03-18-09, 04:52 AM
puki,
When picking up from Projection Master try turning off (unchecking) the Fade option.
HTH,
I don't have this option on. Is the division of model have a influance of quality of the texture or document size or a smoth parametr??
marcus_civis
03-18-09, 05:50 AM
puki,
The document size is best at the same size that you are using for the image you are loading using Image Plane. The simplest way to achieve this is to:
1. Import the image into the Texture palette.
2. With the image as the currently selected texture in the Texture palette, press Texture>Crop and Fill. The canvas will be resized.
3. Clear the canvas (Ctrl+N) and continue working.
However, the size of the texture you are using on your model has a big effect on the quality of the texture. For many models the default of 1024x1024 is unlikely to be big enough. Try a larger texture, of say 2048x2048 (powers of two are best), to see if there is an improvement.
Note also when you are using polypainting the subdivision of the model will affect the result. In general you will need at least 1 million polygons before you'll get an acceptable result.
HTH,
UncleDamfee
04-02-09, 10:10 AM
this may seem like a stupid question, but i havent seen an answer for it
can i save the image plane, model, and stored position so that i can load it up and continue working the next time i open zbrush? if so, how?
thanks
UncleDamfee
04-02-09, 11:54 AM
oops missed the zapplink save views post
marcus_civis
04-02-09, 12:22 PM
can i save the image plane, model, and stored position so that i can load it up and continue working the next time i open zbrush? if so, how?
You can do it like this:
1. With your model in Edit mode and its position the one you want to store, press the M+ button in the Marker palette. This will record your model's position to the canvas.
2. Turn OFF the Edit button and then press Edit>Undo (Ctrl+Z) once. This will remove your model from the canvas but the Image will remain.
3. Save the Document from the Document palette.
4. Save your model from the Tool palette.
You can now close ZBrush. Next time you want to continue working:
5. Open the document you saved at (3).
6. Load your model into the Tool palette.
7. With your model selected in the Tool palette move your mouse over the canvas until the marker shows (its position will be central to where your model was) then click on the marker. Your model will be drawn on the canvas in the same position as before. Press Edit to enter edit mode.
8. Store the model position by Shift+clicking the Image Plane StorePos button and continue working.
HTH,
UncleDamfee
04-02-09, 01:26 PM
awesome
thanks a bunch for the quick response and for this killer plugin!
Now you do not need to download the new version and upload through ftp and then work according to the author’s upgrade note. You will get a message that a newer version is available as shown in the image below and you have two option, either do it manually as you did before or just click on the link “Upgrade automatically”.
jobmaster
04-15-09, 04:56 AM
Hi
thanks a bunch for the quick response and for this killer plugin and once again i thank u........
Staffing power (http://www.staffingpower.com)
Seo master (http://www.sentersoftech.com)http://sentersoftech.com/senter/happy.gif
adamgibson
04-22-09, 10:37 AM
Hi Marcus,
I know how to use Image Plane in Projection Master........but I'm confused on how to use it for Polypainting.
An I'm actually not sure if actually does what I think it's suppose to do.
I was hoping that the ZPROJECT Brush for POLYPAINTING while using Image Plane was similiar to "Modo's Projection Paint" feature where you import an image and paint directly on the surface of mesh using the image as the paint.
"3D Coat" also has this feature.
I was wondering if this was the ZBrush equivalent and if anyone had any videos showing how to set that up. I need some instructions......pretty please:D!! If there are no videos on this a simple text message lising all the steps would do.
Hope to hear back from you soon,
Adam Gibson
videoman@idirect.com
marcus_civis
04-22-09, 11:11 AM
Hi Adam,
You don't need to use Image Plane to paint with an image. These instructions are for 3.1 PC (let me know if you're on a Mac):
1. Select your model, draw on the canvas and enter Edit mode.
2. In order to paint with an image you need to disable the UVs for your model. You do this by pressing Tool>Texture>Disable UV. (Note that this removes the UVs so that you will need to re-import them later.)
3. Select the Standard brush in the Brush palette. Turn off ZAdd (so that you don't sculpt while you polypaint).
4. Set the color to white or a suitable base color for your model, make sure Draw>Rgb is on and RGB Intensity set to 100. Press Color>Fill Object.
5. Import or select the image you want to use in the Texture palette. Note that for best results the image should be square.
6. In the Stroke palette select the DragRect stroke. You are now ready to paint the image on to your model.
For a different effect try the Dots stroke with the Stroke>Roll button switched on.
HTH,
adamgibson
04-22-09, 11:59 AM
Hi Marcus,
Thanks for getting back to me so fast. I am using a PC with XP running with ZBrush 3.1
The image on your "Image Plane thread" lead me to believe that Image Plane was designed to do what Modo and 3D Coat does. The first image you have of the man with the white base texture and then what it looks like is a photo painted over-top (perfectly matched up) with a soft brush stroke demonstrating that somehow you lined up a photo with your mesh and painting directly on it. It looked just like what you see in Modo and 3D Coat as I had mentioned.
So how was that done? That's pretty much the feature I'm looking for inside Z-Brush. I've been going back and forth between Lightwave/ZBrush/ and Modo. I was kinda hoping to keep most of my painting in Zbrush. I just could never figure out how to to line up images and use them as the paint as in MODO's "Projection Paint System.
Now you mentioned that you don't need IMAGE PLANE.......but how do you line up the photo so that you know what you will painting on the surface?
And also when you disable the UV's can you just go back into the same panel and click Enable UV's or do you have to re-create the UV's again with GUV or AUV tiles?
Anyways I hope I have properly described what feature I'm looking for so that you what I'm tryin to do. I really like what Image Plane does in Projection Master......that is so cool being able to stretch the image to fit the object.....so I could learn how to paint on an object with an image like in MODO......that would be so cool...
Hope to hear back from you soon Marcus,
Adam Gibson
videoman@idirect.com
marcus_civis
04-22-09, 02:02 PM
Hi Adam,
OK, apologies, I misunderstood. There's a good tutorial for that technique, which doesn't involve disabling UVs, here:
http://www.pixologic.com/docs/index.php/Tutorial:ZProject_Texturing
Image Plane will help with this in that it will put your image in the background if you have your model already drawn and in Edit mode, but if you make the document the same size as your image it's not necessary.
On disabling UVs: this does get rid of them completely. If you created the UVs in ZBrush then you can quickly create them again by going to the lowest subdivision level, creating a texture of the size you want and pressing GUV tiles or whichever UV mapping you want. If you created the UVs elsewhere then you will need to re-import them like this:
1. Go to lowest subdivision level.
2. Store a Morph Target (press tool>Morph Target>Store MT).
3. Import the original OBJ with the UVs.
4. Press Tool>Morph Target>Switch before moving up the subdivision levels.
HTH,
aseptic404
07-01-09, 07:22 AM
Is there any possibility to have a MAC version of this?
thanks a lot.
Alessandro
Hi all, I just found this wonderfull tool, but like allways it doesn't work with me.
I get my image in the back yes, nice, and than nothing?
Each brushstroke just paints my texture on my model.
I'm not receiving the result which I want to see, paint my background on my model.
Is there maybe a video tutorial? cheers
Hi. After seeing the latest ZClassroom video on Texture baking matcaps (http://www.pixologic.com/zclassroom/homeroom/), using the Image plane plugin, I would **RRrreeeaallllyyy** like to use this plugin with my ZB-Mac!
Is there any chance there is an OSX version of this plugin in production??
Thank you, thank you!!
Upham :)
marcus_civis
07-06-09, 01:50 PM
Hi. After seeing the latest ZClassroom video on Texture baking matcaps (http://www.pixologic.com/zclassroom/homeroom/), using the Image plane plugin, I would **RRrreeeaallllyyy** like to use this plugin with my ZB-Mac!
Is there any chance there is an OSX version of this plugin in production??
Hi upham,
For technical reasons I think it unlikely that this plugin will be released for ZB Mac. Spotlight will replace the need for the plugin in ZB 4.
fbonniwell
08-10-09, 01:26 PM
Is image plane for zbrush 3.2 available? I notice there's not a download link for this version.
Thanks,
F
Is image plane for zbrush 3.2 available? I notice there's not a download link for this version.
Thanks,
FPlease see the 2 posts directly above yours.
rickg55
08-19-09, 07:45 PM
Hi Marcus,
I want to work on a face by using a frontal photo as a backdrop to my sculpting. How can I use image plane to do this?
thanks,
Rick
marcus_civis
08-20-09, 01:01 AM
I want to work on a face by using a frontal photo as a backdrop to my sculpting. How can I use image plane to do this?
1. Load your model and put it in Edit mode.
2. Press the Image Plane>Load Image button and select the image.
With a model in Edit mode, Image Plane will load the image as a back drop. You can use the Image Plane>Model Opacity slider to make your model more or less transparent.
HTH,
rickg55
08-20-09, 08:25 AM
Thank you Marcus....I will let you know the results!
Rick
Hey you have released Image Plane for the Mac! Great! Thanks so much!
Why no advertising this plugin???!
Upham :)
rickg55
09-10-09, 11:48 AM
On Aug 20, 2009, at 3:01 AM, ZBrushCentral Forums wrote:
Hello rickg55,
marcus_civis has just replied to a thread you have subscribed to entitled - Image Plane 3 - plugin upgrade - in the ZBrush ZScript Utilities Forum forum of ZBrushCentral.
This thread is located at:
http://www.zbrushcentral.com/zbc/showthread.php?t=46396&goto=newpost
Here is the message that has just been posted:
***************
1. Load your model and put it in Edit mode///// I did this as stated
2. Press the Image Plane>Load Image button and select the image.////////
In this one I went to 'texture' then 'import'; then I selected the jpg image. Then I went to 'image plane' and clicked on 'load image'.
I also tried clicking first on imageplane and load image, but none of the photos were highlighted (ie selectable) from the window that opened.
No image dropped anywhere on the canvas, nut there was the image in the texture panel. When I painted over the tool, the image acted like a brush ....
With a model in Edit mode, Image Plane will load the image as a back drop. You can use the Image Plane>Model Opacity slider to make your model more or less transparent.
HTH
with the 3.5 update i cant get the image to drop to the canvas like it did before.
am i doing something wrong?
marcus_civis
09-11-09, 05:53 AM
rickg55,
Please say which operating system you are using and which version of ZBrush.
Thanks,
marcus_civis
09-11-09, 07:56 AM
with the 3.5 update i cant get the image to drop to the canvas like it did before.
am i doing something wrong?
eku,
You will need to wait for the updated version Image Plane before using it with ZBrush 3.5. It will be released as soon as it is available. All plugins will need updating before they will work without issues in 3.5.
rickg55
09-11-09, 08:02 AM
Hi Marcus,
I am on a MacBook Pro with Leopard (am upgrading to Snow Leopard later today) and have ZBrush 3.2
marcus_civis
09-11-09, 08:11 AM
rickg55,
Thanks that's useful. Please also say which version of Image Plane you are using. You can get this by clicking on the Help button in the Texture>Image Plane submenu. At the bottom of the note that appears it will give the version and the date.
Thanks,
eku,
You will need to wait for the updated version Image Plane before using it with ZBrush 3.5. It will be released as soon as it is available. All plugins will need updating before they will work without issues in 3.5.no problem.. glad to know its coming is enough for me ^^
rickg55
09-11-09, 02:28 PM
Thanks Marcus,
its image plane 3.1 august 2007.....
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