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Svengali
02-11-04, 06:55 AM
1.jpg

Hi fellow ZBrushers,

Here is a utility I've wanted to use for a long time... So I decided to write it for myself.

UVConvert.zip (http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_file-1076598384izy.zip)

(update: version 1.1 posted on Feb 12, 2004 - fix import problem)

UVConvert is a ZScript that is designed to jump the texture-mapping gap between conventional projection mapping systems and the wonderful AUVTile mapping system that ZBrush provides for PolyMesh models.

The process used in UVConvert is interactive... as the illustration shows, it lets you paint/copy a texture from a ZBrush parametric object onto a PolyMesh version of the same object in the format of AUVTiling. It is simple and easy to use... just READ the instructions under HELP.


When UVConvert creates the PolyMesh, the polygon count is usually the same, the point count may diminish slighty. There may be a few polys at the poles that won't properly texture.

The model may be rotated to ANY angle and zoomed close to accomodate the texture transfer process. Since 3D Copy tends to apply any new strokes to all front facing polygons on pickup, be careful to only apply the texture to the smallest necessary area during touch up. You will probably need to do some cleanup to complete the new texture. Work STRAIGHT DOWN, 90 degrees to the model surface as much as possible.

One neat thing about UVConvert is when you convert a textured model that uses tiling, the conversion retains the tiling on the newly created AUV texture.

Inevitably, the derived AUV texture map will degrade. The conversion process is more analog than digital! However, it goes a long way towards giving the modeler a 97% solution.

Any feedback appreciated!

Sven

ps. Eventually I will post the TXT file for this ZScript (when I finish another script that uses some of the same techniques!)

pps. I know it would be REALLY nice to have UVConvert convert back the other way too. Maybe I'll have time to write that later.

andreseloy
02-11-04, 07:17 AM
Hi Svengali I am impressive about your capacity (among other capacities) of teaching and sharing helpfull tool to the forum¡
This one related of UVMap is great I will practice and then comment to you but in advance I really appreciate your kindless to share with us your effort and creativity¡¡
Congratulations
Andreseloy

Mahlikus The Black
02-11-04, 07:29 AM
What an awesome thing this is! Thank you for taking the time out to make it. Will come in handy with some of my older head models. :D :tu: :tu: :tu:

Ken B
02-11-04, 08:18 AM
Hi Svengali,

This is a cool script. I'm wondering can the reverse be done: An AUV TIles UV map & texture converted to a spherical/cylindrical or imported custom UV map. That would be super, but I imagine quite complex.

Thanks again.

wchamlet
02-11-04, 08:36 AM
This is pretty cool. Although I don't really know why you would want to convert your textures to a different UV layout, unless it's just because AUVtiles has less distortion. I'll have to test this out, because this seems to be a nice concept.

If you can figure out a way to make this work in reverse, ie from AUVtiles to a custom UV layout, then I that would be perfect! Add this with the benefit of being able to bake a shader to texture, this could be one of the best techniques for 3D art that I've ever seen.

Good job!

KingSalami
02-11-04, 08:39 AM
thanks a million! This looks awesome and like it may solve some of my problems

Frenchy Pilou
02-11-04, 09:22 AM
I can't use it, but it's seems very useful :cool:
Is a polymeshes different than an Unified skin 3Dobjects ?
Pilou

50'sKID
02-11-04, 12:42 PM
Hi Sven, we're getting quite a library of great Zscripts. another great addition! Thanks. 50.

tjaden
02-11-04, 01:05 PM
wow sven :eek: this is really cool. it is almost the answer to the problem we discussed in this (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013720) thread. once you solve the conversion back the other way the possibilities for taking a auv map into say photoshop for some post work as a workable map, then back to Auv are limitless. :tu:

you have opened up a whole new aspect of uvmapping options for which i will be forever grateful :) it is very generous of you to give this away too. i can only imagine the work involved in writing a script like this and think when it's finished you should be able to benefit from it commercially.

you rock sven
:tu: :tu: :tu:

Svengali
02-11-04, 01:35 PM
Thanks for the great feedback everyone.

After thinking on it a bit, trying to write a universal conversion script that will go from AUV Tiles back to some projection map is probably not going to work, at least not in many cases. Any place the model overlaps itself will result in duplicate texture data on the overlapping polygons... I guess if the model doesn't overlap itself anywhere, it might work - (it did work in a test I tried which took me back to something close to the original map, which makes sense since the polymesh polygons are exactly the same as those on the original model.)

Still, I might experiment with some kind of reverse conversion, without any high expectations.

Frenchy, when you save out as .OBJ and reload it, it looks exactly the same, the same polygon count, etc. except now you can assign any one of the available mapping systems: Uvc, Uvs, Uvp, UVTile or AUVTiles to the model.

This makes it easy for UVConvert to copy the texture fragment on each polygon from the old projection map to the equivalant AUVTile polygon on the new map.

On the other hand, a Unified Skin softens the existing contours and creates a completely new, uniform mesh whose density depends on how you set the Resolution slider. I don't think there is any surviving mapping alignment with polygons from the original object. The new polygons are mapped to a UVTile grid.

Sven

Northstarr
02-11-04, 01:47 PM
Oh Man! Can I ever use this right now! It may well be the answer to a problem I have been struggling with for a week! I'm gonna try it right now..... Thanks bunches!!!

Svengali
02-11-04, 01:55 PM
Hi TJ,

Actually, since that discussion thread, I've had the idea for UVConvert on my back burner. I woke up yesterday with a fully-formed idea on how to do it and today, here it is.

Thanks for that link back to that thread. I wanted to grab a copy of the posts but forgot when it was :p

I also should thank Ken B for the original idea! I still can't find that reference, but it was the idea that was important.

What I like most about UVConvert is that it's almost like 'magic' how it works! It seems like it shouldn't be that simple.

Later, Sven

wchamlet
02-11-04, 01:59 PM
OK, I'm not much of a script writer, but I think I have an idea that could work.

What if you took a low polygon model, that didn't overlap, and assigned the AUV tiling method to them. Then, you took that same model into another program, like UVmapper, and you laid out the UV's in a way more 2D editor friendly. If none of your UV's overlap in the early stages, then there shouldn't be a problem with the UV's not copying accurately.

After this, you can divide both of the models the same number of times. The Polygon count should remain identical. That way, you can texture the AUVtile model, and then switch it to the 2D editor friendly model. And none of your UV's should overlap.

I've already done some testing with keeping the high, and low poly UV's in the same AUVtile space (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013993&p=).




With your last post Svengali, I think this could work. Although I'm not a script writer, so I could be way off.

Just an idea, hopefully it makes sense.

Svengali
02-11-04, 02:35 PM
wchamlet,

Aha, I think I see now. Uniform subdivision would make high poly and low poly model textures match up exactly! Is that what you're trying to do?

As to your script idea, I am sure it could work given those non-overlapping constraints. It should be as simple as reversing the process, painting from the AUV model onto the UVmapper model.

At any rate, in the next few days I'll try adding that option to UVConvert and open it up a bit.

Meantime, I have a project deadline I'm dangerously close to!

Sven

wchamlet
02-11-04, 02:42 PM
Yup, that's what I'm trying (actually I succeeded) to do. And if you can figure out how to go from AUVtiles to a custom made UV layout, then you, my friend, will be my hero!

I just hope all of your hard work isn't moot because of the new Zbrush. Somehow I don't think that this is one of the new features of Zbrush 2.0 though.

Good luck with your project.

Chad

ed_the_atom
02-11-04, 05:18 PM
Thankyou Svengali, this I will use now that I'm adaptive meshing.....wonderful script. :tu: :tu: :tu:

Frenchy Pilou
02-11-04, 05:27 PM
Hi Swen
I know all that, it's just than a Demo user can't save or export any 3D files :rolleyes:
Pilou

Digits
02-11-04, 06:16 PM
Wow going to try this out, Ur a smart feller!

wchamlet
02-11-04, 06:31 PM
OK, I am testing this at home, and it didn't work the way it should have.

I'm using the same head that you can find in my tutorial here:

Zip Archive (http://homepage.mac.com/chadtheartist/.Public/Tutorials.zip)

This is how the texture looks on the original polygon model, made with a custom UV map.

http://homepage.mac.com/chadtheartist/.Public/correct.jpg

This is how the model looks after trying to use your script.

http://homepage.mac.com/chadtheartist/.Public/weird.jpg

The only thing I can think of is the initial UV map for this model is the problem. I did a cylindrical UV layout in Maya, and it seems that could have been the problem.

I was just testing your script and see how it works. Maybe I did something wrong.

Chad

Svengali
02-12-04, 06:37 AM
Hi Chad,

I'm working on it - pretty sure its a simple bug but gotta do a few more tests...

[update]

To Chad (and anyone else who downloaded version 1.0 of UVConvert),

Thanks for posting the example of your problem and the accompanying ZIP file. It really helped.

I think the problem is fixed.

Please upload the new version and test it, and let me know?

I finally figured out the import step, it needs to use import under the tool menu, not under the inventory menu which appears to REPLACE the model that was saved out! Normally, that's what you want to have happen when converting to PolyMesh. In this case, we need a NEW PolyMesh model while retaining the old model with the original mapping on it.

One of the great things about programming is that the computer does only and exactly what you tell it to do. Someday maybe it will do what you thought you told it to do instead... (the as-yet unreleased Intel mindreader CPU).

Sven

ps. Anyone who loaded version 1.0, please download version 1.1 for the import fix. Thanks

wchamlet
02-12-04, 07:16 AM
Cool stuff. I think the potential for this script is great, and I wanted to help you out as much as I could. I'm downloading the script now, and I'll test it out here in a bit.

I'll post an update soon.

Thanks!

UPDATE:

It works perfect now! I found that if you toggle AI off and on it will help you when you want to clean up the little parts that don't copy over.

All I can say is this is a brilliant technique, and if you can find a way to use the reverse of this method, then that would rock!

Thanks for sharing your awesome zscript!

Texture:

http://homepage.mac.com/chadtheartist/.Public/text2.jpg

AUV Tile model

http://homepage.mac.com/chadtheartist/.Public/head2.jpg

Svengali
02-12-04, 07:44 AM
Hi Chad,

Excellent.

Sven

TVeyes
02-12-04, 11:49 AM
Cool script Svengali :tu: Did a quick test and it worked like you said, to about 97% perfection.

Regarding converting back to Sperical/cylindrical, in fact any mapping method, I use Lightwave to bake the applied AUV texture into another UV coordinate set. Works nice and fast for low poly models but can take a fair while for high poly objects. It is also worth considering another application capable of baking for laying down a base texture layer using procedurals/special shaders. Baking materials would indeed be a nice feature in Zbrush.

wchamlet
02-12-04, 12:08 PM
OK, I'm aware of being able to have multiple UV sets for an object in other apps. I've done this myself in Maya. However, I haven't seen any way to correlate the two or more UV sets to share the same texture. TVeyes, can you explain a bit more about how you do this in Lightwave?

And as far as Baking shaders, lights, shadows, etc... Dave already said (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=013874&p=3) you can do that in the next Zbrush. I'm actually pretty excited to get to use those features, because with the advent of Zbrush awesome materials, game texturing will be a snap. But one hurdle I can think of could be the UV layouts. Being able to switch between AUVtiles, and a custom layout for 2D editing would be an amazing step forward as far as texturing is concerned.

Svengali
02-12-04, 01:41 PM
Thanks TVeyes,

I did a few more tests today using the slider varying the range of AUV tile sizes and it made a significant difference in the quality of the resulting texture map!

As for ZB 2.0, it'll sure be nice to see that post from Pixolator saying "the next release is now available for downloading". I've been anticipating this for so long that I'm almost resigned that it won't ever happen. :(

Sven

ps. In a thread on a different site I saw a post by Ken B. saying he was hard at work doing some massive tutorials for the new release. Makes me think it might actually happen in the next couple of weeks!

TVeyes
02-13-04, 03:51 PM
Yeah Svengali, that download announcement is sure going to feel sweet when it comes.

WChamlet:
Well, in Lightwave layout I simply import my object, throw it over to Lightwave modeler and add a spherical UV map. Back in Layout I apply the texture made in Zbrush to the color channel using the Zbrush AUV mapping coords. Then I turn off all the lights and set the ambient lighting to 100% ( like the flat shader material ). In the Surface shader menu I activate the Surface Baker plugin, select the Spherical UV I just created and press F9 to render. Lightwave takes care of the rest.

But of course there are issues.

I only use transfering of texture maps from one set of UV coordinates to another if the object is fairly low poly, or at least easily assigned a new UV map. It is possible to get okay results with say an AUVtiled sphere3D head that has a so so spherical shape. But there is bound to be losses in texture detail and artefacts in hard to reach areas of the model such as an ear when you transfer to such an arbitrary mapping method as spherical or cylindrical.

Being able to transfer an AUV texture to a spherical mapped texture in Zbrush would be pretty nice. But you would have to follow some rules when modelling in order to still reap the benefit of the original AUV texturing.

A switchable(yes/no) rearranging of the texture map when the UV mapping is changed, the morph function and some rules for modelling would enable AUV to Spherical mapping with little distortion in the output.

aminuts
02-27-04, 10:46 PM
I was playing a bit on my neighbors computer with your script and got it with some coaxing to do auv to whatever mapping you want. not perfect and I need to play more when i can get some time on his computer but here is what I did.


1. I loaded a an obj that i had capped cylinder mapped in uvmapper and saved as obj 1.

2. i then changed it to auv tiles and textured with texture master.

3. I loaded your script using the auv mapped obj. and when the script was ready to copy.....first time around i used the obj your script created...changed the mapping to sphere for the heck of it and it worked.....the next time i tried it when it was ready to copy....i loaded obj one and copied the texture that way.

4. it wasn't perfect but it worked and i'll try to post this weekend some pics and perhaps a script of how i did it (preferably with good results hahaha) so you can see....maybe you can then do a reverse utility that works better than my goofing around did or give you some ideas anyway.

thanks for the script...most useful!!

aminuts
02-28-04, 12:13 AM
woohoo i caught him and was able at least to provide below pic. He doesn't have a screen snapshot ute and couldn't remember how to do it with windows and the script kept messing up. hope to get around that later but here are the steps i took (pic follows)

1. loaded auv textured tool.
2. loaded uvconvert script
3. copy
4. I had to with this model...smooth first then
5. go to tool-modifiers-texture and changed from auv to uvs
6. then preceded to go with the script til texture was copied.....below is the original model with auv texture and with uvs texture:

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1077955804kby.jpg

for you purists out there....this model is a low poly basic poser head I used to experiment with zbrush brushes and modifiers with to learn what they can do at different stages of polys....low to high and used it to make alphas.

hope this helps someone as i have been helped many times here.

edit: forgot to add side by side untouched comparison

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1077957112drs.jpg

wchamlet
02-28-04, 06:01 AM
This is really cool, and I can see this being very effective for certain things. This will work great for heads, and other things that can be Spherical and Cylindrical mapped.

But for a whole character, this wouldn't work to well. If you were able to export from UVConvert, create a custom UV map for an entire character without overlapping UV's, then import the model back into the script, that would be perfect.

Thanks for sharing this technique, it's really cool! I'll probably use this technique myself! :tu:

Chad

Kitty
02-28-04, 07:03 AM
I KNOW this is going to help me, but I am having problems with it. And it is hard to follow when directions are given in many different areas of the thread with questions.

I have made a 3d leaf, it is primative tool. No polymesh, just a model.

What I have tried is Exporting the 3D Leaf tool with AUV Tiles clicked on. Then I re-imported it.

I drew it out on canvas, and hit copy on the converter, and it said something like no tool selected.

Anyway, this is a picture of my leaf, top two are just angled. Bottom right is leaf drawn out with just its texture on ..... Next leaf is JUST the texture and how I want it to look.

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1077980599fja.jpg


Any help appreciated.

Thank you

Mandy

wchamlet
02-28-04, 07:16 AM
What you will need to do is apply your texture to your original leaf model without the AUVtiles. Then, open the UVConvert Zscript, hit copy, and begin painting the texture on the new model. You won't have to export your original model at all. The Zscript makes the AUVtile model for you.

Hope this helps.

Fouad B.
02-28-04, 07:54 AM
is Aminuts do a reversed way ?? uvtiles >> spherical mapping?? or I'm totally wrong ?

wchamlet
02-28-04, 07:58 AM
Yes, he did the reverse way. It is pretty simple to do, and he illustrates it very well.

Svengali
02-28-04, 08:07 AM
Hi Ami,

I'm working on reversing the mapping direction and, except for some overlapping polys, it seems do-able. Part of the issue is how you apply the projection map (whether you do so within ZBrush or some external program like UVMapper) and what ORIENTATION you choose for the model while applying the mapping (where the edges of the texture appear and how it deforms when opened out).

Ken B. has a 'brilliant' tutorial that includes the issue of model orientation when applying the map, written up in a downloadable PDF file.

UV Mapping - Ken Brilliant (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=009571)

In that same thread further down is an illustration of a way to apply the polygrid as a texture on the model.

I'm thinking about adding that feature as well to UVConvert - it might make a helpful extra 2D reference layer when painting on the unwrapped texture in photoshop.

Your feedback on this is most appreciated.

Thanks as well, to Chad for his posts and PMs on the subject.

Sven

Kitty
02-28-04, 08:12 AM
Was able to get this with just easy texturing (3d copy only) ... could not use the UVConvert because it said "no active 3d tool".

Now this is the first time even 3d copy worked to the point of happiness for me.

So maybe a leaf was not a good subject. I will be trying this on denim, which I have never gotten good, ever. I tried this on a 3d tool I created (bib overalls), and it said the same thing, no active 3d tool.

If I can get a real denim look, I am figuring I can texture at this point to the point where I am satisfied (at least for now LOL), but most definitely NOT satisfied with any of my denim I have tried with 3d copy.

This is what I got with 3d copy for the leaf, cuz the UVConverter said there was no active 3dtool.

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1077984177qko.jpg


Now here is the bib overalls I want in denim. They are made for a toddler.

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1077984374koa.jpg


I cannot help but wonder if the way I created these are going to cause a problem. You see, I have a model they will go on. I masked of (very carefully) the area I wanted to be the Bib Overalls. The I did a hide points (the rest of the body disappeared), and cleared the mask. Reason I am wondering if this is going to be a problem is because when I was working on it last night, I exported just the bib overalls and re-imported it. But when it was re-imported, it came back with the whole body (and a bit messed up to boot on the foot), so I cannot help but wonder if the hiding points is going to cause a problem with the UVConverter?

I like to create clothing this way, because then I can get the material right for one layer, and then I can decide if I want a Tee, or a plaid shirt under the denim overalls (God, listen to me LOL)... but I do not want to mess up what I have gotten so far, and I can do this this way, because if I mess up the shirt, the denim is not affected (once I can do it LOL).

Please let me know if you think hide points will create a problem for the UVConverter.

Thank you

Mandy

Oh, and do not forget, I still could not do UVConvert on the leaf because it said no active 3d tool.

wchamlet
02-28-04, 08:29 AM
You have to be in the Edit object mode in the transform menu. I just checked it out, and that was the problem.

To do this quickly, just hit the T key after you draw your model on the canvas.

Fouad B.
02-28-04, 08:40 AM
ahem, may be something wrong with my handling...
-I load an object witch UVtiles textured,
-then I'm loading the Svengali's script.
-I pressing copy

and it process few sec and tell me about the size of texture witch is too small and it crash Zbrush...
am I wrong in this step?

for information I tested with woman head (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014078&p=2) hight resolution meshes.. may be the script have some limits?

Svengali
02-28-04, 08:41 AM
Hi Kitty,

You know, I think what you want to use is just good old Texture Master to map your leaf onto the model.

Load your model and orient it in a flat upright postion. Select your leaf texture. Select Alpha brush 00. Open Texture Master, drop the model and use DragRect to scale and postion the leaf texture onto your object, then Pick it up.

Bingo. Done.

All UVConvert does is change an existing texture into a new mapping system. I don't think that is what you are trying to do in this case.

Regards, Sven :)

[re-edit]
after reading your new post about the successful transfer of the leaf map, I think you got it.

As to your question about hiding points, you probably want to DELETE points, not hide them. Not really sure about that so maybe someone else can advise you about that.

Applying denim texture so it looks convincing might, again, best be done in Texture Master. First load your denim as a Fill texture on a created Layer 2.

Then on Layer 1, load your model and rotate it to a home view. Load Texture Mapper and drop the model. Select the Clone brush and under the TOOL:Modifiers options choose LayersMode. Turn off DRAW:Zadd and select DRAW:Rgb. This will let you PAINT the denim from Layer 2 onto your model. You need to first select your source point on the denim by holding down Control and right-clicking your mouse. Then just start painting on the model.

Keep picking up, rotating and dropping your model until it is completely covered with denim.

Save the denim textured model, you're done!
:)

Kitty
02-28-04, 08:59 AM
Sven, thank you, I will give that a try too with the leaf.

But my main concern is the denim. I assumed a leaf texture would be more difficult with the variations of the veins, and the dew drops on it. But I was wrong.

Wchamlet, the T worked. Simple things like that throw me.

But it seem obvious, to me anyway, that when you create a 3d tool by the method I described above (hiding points and then clearing mask), you do get a problem, as I used the UVConvert on the Bibs, and it merged the UV Tiles, but when it finally got done with that (I had ratio set to 10), it came back with the whole toddler (which I had gotten rid of with the hide points).

Or am I doing something wrong again????

Have to do some quick reading on hide points and delete points (for when I originally created the bibs)....I do NOT want the body to come back !!!! I just want to work with the bib overalls.

Hm, wonder if I can send the tool to you guys here (it would be a first time I tried to do this) then you can check it out, or someone.


Do I hit upload file? And Zip it? Will the 3d tool come to you this way?

Let me know, going to grab a quick bite, then will check back.

Thank you

Mandy

Kitty
02-28-04, 09:58 AM
Sven, I will give this a try.

It is not delete points, as there is no option for delete points when doing this, only hiding points.

So to be sure if delete points did the same thing, I made a unified skin (only option), and exported (as I did last night), then re-imported, and it did NOT come back with the full face. So I could have used your utility program on this quick test on delete points.

Mandy <<<< will get to point where I can use your utility :)

But I will try what you suggested above in regards to the bib overalls.

Will let you know.

Thank you

Mandy

wchamlet
02-28-04, 10:03 AM
To Fouad:

You may be having a problem with the amount of memory that you have. I've used this script many times, and I haven't had it crash yet. So you may be right about there being a limitation for this script.

To Kitty:

I'm not too familiar with making holes in Zbrush. I usually just make a model in another program if I need holes in a object. You can probably build a pretty quick model for your bib overalls in Wings, and that should get rid of your problem with the other model showing up.

Kitty
02-28-04, 11:21 AM
wchamlet, making "holes" in zbrush, it is not hard what I did.

Just take whatever you want to say add clothing too (or whatever you want), Mask off the area with CTRL and draw. The only part you have to be careful on is the edges. You have to go to a draw size of one, or you get jagged edges. With Draw Size 1, you can follow the line of polygons, to get crisp edges. Once the edges are masked, pick any draw size that fits, and mask the rest of the area that does not need that close attention.

Then hit hide points with the mask still applied. Everything but the masked off area will disappear. Then click clear mask, and you have a new tool. You can use this if you want to transfer a specific facial feature you liked in one model you did, but do not want to redo it.


Sven, my mind went to over-cooked oatmeal. LOL. I will have a go at this tomorrow again. I saw the apples in texture master, and went OMG. I have NOT conquered Texture Master, and know it is only something I have to just do.

I followed your instructions, but got hung when I selected a spot, and decided the spot I selected was too dark, so went back to Layer 2 (with the texture on it) and increased my draw size, and Hit CTL, and dragged out the spot I wanted to paint. But this time it did not paint LOL, SO....I ended up back at Texture Master's script on how to do it, and my mind went to mush.

so I am going to do what relaxes me for a bit, and that is painting.

Will be at this again tomorrow. I need to create good textures. Well, WANT to create good textures.

It is funny how life (things) work out. I use painting to relax. But in my painting, I have found the need for models (since they are clearer in a painting .... SO I get practice with modeling, and learning ZIF's thru painting too), and now I want good detail on one painting I am doing, which is of a toddler playing with his beachball and is rolling it to his toy dog, with his Mother looking on. So Zifs, Models, Texture, and painting....it all comes together in a painting. LOL.

so I will be back in this thread tomorrow.

Cya then, and hopefully by then I would have learned more :D

Thank you

Mandy

Bonecradle
02-28-04, 02:24 PM
Hi Kitty

When you hide points, you are doing just that - they are hidden but still there. This means that you can still edit and paint on them.

There are two things you can do to 'fix' this:

-Rather than clear your mask, invert it. This will mask the hidden points so they can no longer be edited. The only problem with this is that yu may later need to do other masking on the model, which could ruin the mask on the hidden points. In this cae you can cnvert the mask to an alpha to store it so that you can re-apply it later.

-You can also export and re-import your model before doing the masking. If you say that there is no 'Delete points' option, this indicates you are working on a model derived from a primitive. By exporting/importing you convert your model to a polymesh and the delete points option will be active. You will also be able to choose from all the UV mapping options.

Kitty
02-29-04, 04:36 AM
thank you BC, I will do this, and if makes sense.

You are right, it was done directly on a primative.

I am here, and going to give it a go again with denim LOL.

Back later when I have or do not have results.

Thanks again BC

Mandy

Kitty
02-29-04, 05:09 AM
This is what I got when I followed your instructions Sven :(

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1078059689grs.jpg


This is the denim texture I am working with

http://www2.zbrushcentral.com/uploaded_from_zbc/200402/user_image-1078060018hvq.jpg


Will check back later ... know that I did something wrong, as I should not be drawing black on it. I got better results yesterday???? I got a dark blue, and figured it was the RGB intensity, which was set at 100.

Also, please explain what you mean by rotate it to "home". As there were some parts I could not "paint" on.

Thanks, will check in later.

Mandy

wchamlet
02-29-04, 06:39 AM
I think it might be easier just to paint the denim using the texture as the color of your paint. It's pretty simple to do with Texture Master.

Here is a quick Zscript showing how to paint your denim texture and retain the "Denim" detail. Be sure and have Show Actions turned on in the Zscript menu. You will also need to import the denim texture at the very beginning of the Zscript.

Right Click and Save to Disk (http://homepage.mac.com/chadtheartist/.Public/denim.txt)

Hope this helps. :D

Svengali
02-29-04, 09:56 AM
Hi Kitty,

Chad's suggestion is probably easier for what you are trying to do. (Thanks Chad.)

Sven

Kitty
02-29-04, 10:06 AM
Wchamlet, thank you very much for the script. I just came back, and seen it.

I redid my bib overalls, based on what BC said, and my mouse needs to be replaced. So it took time.

Wchamlet, will look at the script now, and

Sven, will also try to do it with your program too.

Be back to this thread later.

Mandy

Kitty
02-29-04, 12:01 PM
Sven and Wchamlet, thank you for your help. I will be going over in detail Texture Master, Your Script Chad, and your utility program Sven.

With what you have given so far, I have been able to achieve this so far.

This is just a beginning to my painting, as the toddler will be a very small part (but a good learning mechanism).

So this is for the two of you, who have truely tried to help me, even tho I have felt that I have been wearing on your last nerves. (Ahem, I know I did not place the bibs exactly right LOL ... this is just a quick and dirty painting ... as you can tell)

Thank you


Mandy

1.jpg

aminuts
06-19-04, 01:18 AM
Hi Svengali,

if you are out there and not busy :rolleyes: ....I was wondering if you gave up on this script or if you are still thinking about it.....specially the reverse thing.....I still haven't tried it in z2 yet as I have been busy checking out all the new features! woo woo to z2!

If ya are thinking about it.....it sure would be sweet!
:D

Svengali
06-19-04, 05:37 AM
Hi Ami,

Interestingly enough, I've been working on UVConvert for Z2 this week - I'm changing the name to Map Copier and adding some interesting functionality.

I don't think my ZScripting chops are up to the reverse thing, but some other new stuff might still make it worth downloading.

Currently I'm updating the help file and creating a tutorial file.

Sven :)

vlad74
06-19-04, 05:56 AM
Wonderful. Thank you Svengali. :tu: :tu: :tu: :tu: :tu:

aminuts
06-19-04, 08:22 AM
woo hoo! Cool! Thanks!! :D

aminuts
07-18-04, 10:47 PM
hey Sven, just saying hi :D

and wondering if Map copier/uvconvert is still in the works? Appreciate if your busy and it's on the shelf cuz of that or cuz you are waiting for some z2 documentation on scripts,plugins etc.

just wondering :rolleyes:

zadsanta
07-19-04, 05:47 PM
thanks Svengali and i want to thank Ami too cuz I'm waiting for the pro version of this Zscript and as Ami waitnig for the reverse function that convert zbrush AUV to UV this will be great
thank u again
we are waiting for it

Giantsun
08-24-04, 11:36 AM
An auto option that makes auvtiles go regular 3dsmax supported texture format...I will kill for that, please...(makes cat with the boots big eyes face)...please.

seher
03-04-09, 12:42 PM
Hello everybody.

The tool is exactly what I need, but it does not run on zbrush 3.1 :cry:
Are there any alternative.

greetings, stephan