View Full Version : Tip: Wrapping a texture around a chain of Zspheres (includes Zscript)
I'll let the picture do the talking, got to go get my Z's. Hope someone finds this useful. See you tomorrow.
EDIT: Go to page 2 and get the Zscript which explains how to do this using only Zbrush.
05-03-03, 04:19 PM
Very Cool! Thanks for spending the time to show us! :)
05-03-03, 04:27 PM
Very nice! :tu: :)
Is this for taking the model into other renderers? There isn't a benefit from doing this if staying in ZBrush, is there?
05-03-03, 05:09 PM
thank you for sharing this technique...another thread to be bookmarked for future use and further investigation.....you can make some hellashious realistic looking trees from what I gather from this technique...very kewl :cool: :cool: :cool:
05-04-03, 02:45 AM
:tu: :tu: :tu: much appreciated insights, tveyes! now that i learned that there is a uv-mapper version for the mac (havent checked for a long time) this gets very interesting for me... i assume that when the zspheres had been moved onto other axis planes than the z-axis-plane, it just needs to activate the other axis in alignements, too, right?
05-04-03, 08:24 AM
Idem question than JayCephus :)
Or I miss something :)
05-04-03, 08:36 AM
Super info TV. Used to have UV mapper - looks like I'll need it again. :)
Jaycephus/Frenchy: When you use Zspheres normallly it is assigned Adaptive UVtiles mapping info. But if you use a ready made texture with that it will look a mess on the model, like a jigsaw puzzle. But I guess you knew that. So what you probably mean is that it is easier to use the standard 3Dtools and initialise a shape similar to mine and you get perfect mapping with no extra work?
Well although you can get alot of shapes out of the Initialize settings you can't allways get just "that" shape your after. This is where Zspheres are useful, but they lack the mapping info to wrap a texture around them.
I hope that is what you meant? The above picture tut was intended for use within Zbrush.
Juandel: You can only choose 1 axis to apply the Cylindrical UV mapping to. What you do is check the objects orientation in Zbrush by looking at the Tools ::Object Preview and choose that in UVmapper.
I just realised my examples don't show this technique of to its full effect. It looks much cooler when you use 80-100 Zspheres and shape them using all the axis :D I'll post some more examples soon.
Thanks for the comments Z dudes :tu:
But can't you just change the mapping method in Zbrush? I know that by default it is assigned the adaptive UV tiles method, but it is not limited to that.. :)
You can change it to many options, Planar, Sphere, cylindrical etc.
Yes, but only after you have skinned the Zspheres. If you apply cylindrical mapping to the model in fig. 1, how are you going to move the Zifs with any ease? Do you see?
I can't apply any texture to the Zsphere model before skinning.
After skinning, you can do a free model? I don't see where UV Mapper. :)
I know that UV Mapper can be used for complex objects to map out various regions that are unsuitable for a single mapping method.
You're right Gummie, this method is not used to its full effect with simple shapes. It is intended more for curving,swerving, twisty turny things :D
You can't free model something like this.
Btw, I forgot to mention that UVmapper is free. It is called UVmapper Classic, UVmapper Pro is the full version.
05-04-03, 02:28 PM
OK, I understand.
Before UVMapping, UVc applied in ZBrush, Txtr27 tiled 2x6 times, this is about as good as you can get:
The stretching is bad, but it actually looks 'okay' with a wood grain texture applied. Let's see what's happening to the texture:
... and with the checks applied:
A few more textures ...
http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052085251ain.jpg http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052085267tzq.jpg http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_image-1052085283mzc.jpg
Ah, Wow. lol,
Thanks for bringing this up to our attention! :)
05-04-03, 04:04 PM
Some sugar candy :)
05-04-03, 05:17 PM
From your example, it's meaning that's impossible to make UVMapping as your model inside ZBrush ? (without increase size of Texture or decrease number of polygones) and without UVMapper?
05-04-03, 05:33 PM
Great info! Thanks for sharing.
05-04-03, 06:55 PM
Frenchy, I'm not sure what you are asking. :(
05-04-03, 10:11 PM
TVeyes: Thatís a very vice demonstration of your technique and the tutorial is very easy to understand&follow , thanks for taking the time to write it :)
There is an easier (but not readily apparent) method which will enable you to achieve the same results fully within ZBrush. I'll write and post a mini-tut shortly :)
05-04-03, 11:37 PM
I just say that I have understood from your example "you can't realize the perfect checker UVmMApping without UVMapper" :)
But it's seems that Another time Pixo found the solution !
Wait and see :)
Eureka, I worked out how to do it using only Zbrush.
I've recorded a script showing the steps involved, but as it still needs to export the objects, this won't work for Demo users. Sorry :(
Wrapping a texture around a Zifchain.zip (http://www2.zbrushcentral.com/uploaded_from_zbc/200305/user_file-1052147406pbf.zip)
Just realised that it is probably not necessary to export both objects. Pixolator?
Jaycephus: Excellent examples, shows the benefits much better than mine do :tu:
05-05-03, 09:45 AM
TVeyes: Thatís very good :) The Morph function is indeed the key to the UV transformation :)
See this tutorial for more info (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=010970)
It is possible to execute the process without exporting both meshes. The tutorial describes a process with two OBJ files since it is a more general approach which can be utilized in other situations (such as morph between two arbitrary 3D object with identical vertices/polygons count).
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