View Full Version : second question
melampo
01-13-03, 02:53 AM
Hi everybody, i have a simple question( not for me):
I have made this question many time but i don’t understand (probably nothing)
Which is the best way to simulate the relief of the skin (more simply paint the texture of a T-rex)
I need to put the color and then paint the relief, or there is another way
Thank’s for all
http://www2.zbrushcentral.com/zbc_uploads/user_image-1042455207fuz.jpg
Karasuando
01-13-03, 03:25 AM
Well, when you press the pick button Zbrush gives only Color information to your object, it does not have a separate bump channel. In the upcomming version there will be displacement maps tho..which could help give your Dinosaur the scaly look!.
However it is very much doable in the other versions aswell, you can do it in two ways:
Paint and shade the scales with color and use the "Color Bump" Slider on your Material (in the Material Settings), this will in ways add a bump map based on the information in your color channel to simulate the scales.
Another way is to drop your object on the canvas after you are done modelling and use the 2,5D brushes, like you did on this one, or the 2D brushes if you prefer those. Just make sure you drop it in the desired position so you never have to pick it up again.
Or you could use a combination of both, of course. The second way is probably faster, but it might be harder to make the scales look like its wrapped around the geometry and not just on a flat plane.
And of there is also the option to use a material that does all the scales for you, I have never tried this myself tho ;).
Good Luck!.
Another option is as follows:
1) Drop the object to the canvas.
2) Change to Draw>M and paint the Flat Color material completely over your object.
3) Paint your texturing as normal with the material and color you want.
4) Press Pick Shaded instead of Pick
ZBrush will then include the coloring created by the material as a part of the texture.
The third approach is to turn on M in the TextureMaster control panel. This will then allow ZBrush to incorporate your material into the texture itself as a separate channel. To save your work without losing the material information, you need to have the texture wrapped onto the model and then save the tool. Answer yes to the questions that it will ask (Do you want to save the texture with the tool? Do you want to include the material channel?).
http://www2.zbrushcentral.com/zbc_uploads/user_image-1042483645zko.jpg
In the above example, all three spheres were textured using the Spherical Blend material and a red color.
:: The upper left used the regular Pick command. Only base color was transferred to the texture. No material shading was included.
:: The upper left used the Pick Shaded method. This transferred the coloring created by the material, but did not include the material itself. As a result, resizing and rotating the model has no effect on the colors. They are permanently fixed (like the Bake command does to a layer).
:: The bottom example used TextureMaster>M and the regular Pick command. The material was transferred with the color and remains "live" on the object. As the object moves or resizes, the shaded coloring changes as well (which is why the spots are bigger here than with the other method). If you change the Spherical Blend material modifiers, the coloring on the sphere would change to reflect these new properties.
Each of the three methods has its place, which is why all three are made available within TextureMaster.
One more method to use:
Draw the object. Edit is on. Choose a basic material for the object. Drop it in texture master. Make sure the "M" in Texture Master is turned OFF. Pick a material and color - make sure MRGB is on in the Draw palette. I set both the z and rgb intensity 100, but you may wish to use other settings. Paint the texture.
Now here is the big secret - in the layers palette, press "BAKE". Now pick up the texture - if you look at the texture icon, you'll see that you have also picked up the material as part of the texture.
The sequence is drop, paint, BAKE, pick, rotate ...
Crabby
Yes, Crabby -- Baking a layer is the same as Pick Shaded. Both techniques give you the shaded RGB values (material-generated color variations). Thanks for sharing that!
Jaycephus
01-13-03, 02:28 PM
Aurick, the second upper-left is actually the upper-right, right? ;)
Nice explanation, everyone! :tu:
melampo
01-13-03, 02:34 PM
thanks to everybody
By
Leo
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