1. #1
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    Default A question

    I know you can use mutliple materials, but can you actually assign material zones to the mesh?

  2. #2
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    Default

    Not really. But easier


    Try masks.
    If you work i.e. with three different materials.
    First material - check enable mask / edit mask
    Paint mask
    Next material
    Activate colored & edit
    Paint in unmasked area - voila second material visible.
    Next Material - same procedure ;D

    Have Fun.
    P.S. Make sure to keep the used Materials in mind.
    Maybe next time opening sculptris you have to choose them again.

    All this is more tryout.
    I never really understand what heightmask and cavity is useful for?

  3. #3
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    Default

    I appreciate the answer, but it's not exactly what I was asking. I don't have any problem using different materials in Sculptris (it's rather easy and intuitive), but I want to actually assign material zones to the mesh itself so that when the .obj is exported and opened in another program, you can adjust the settings for each individual zone.

    In scupltris, you can use a different material for skin, eyes, teeth, etc, but if you export it, there's still only 1 material zone. The color will still be right, but specularity, reflictiveness, etc is the same across the entire model.

  4. #4
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    Default

    Heightmask and cavity are time saving tools for painting. The first will only paint convex surfaces while the other only paints holes and cavities. That's all.

  5. #5
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    For export, giving tris a n ID?

    Even though sculptris has surprised me very often in it#s functionality, I don't know anything about this. Don't thing there is a way.


    @Serek Thanks for the explanation, mate

  6. #6
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    Default

    Quote Originally Posted by Knacki
    I never really understand what heightmask and cavity is useful for?
    Ohhh.. they are really ueful, and you can change th settings in the options menu to Bumps, Geometry or Both..

    What it does is it constrains the paint to the height depth of your surface,
    say for instance you paint a scale texture of a dragon using bump map,
    and want to paint color "inside the valleys only" go into options and only check "height from: bump map" then check
    Heightmask and Cavity then when you paint it will only pain into the cavities,
    if you uncheck cavities and leave heightmask checked it will only paint on the heightened/elevated bump area..

    If you use "height from: Geometry" its the same thing but it uses the geometry topology height etc..

    heightmask bump.jpg

    I made the bumps without adding color at first, the color was added after, using the "height from bumps" and in the options menu and heightmask feature.
    Last edited by holyenigma74; 06-18-11 at 11:34 AM.

  7. #7
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    Default

    This is cool! Cave - Height.....O.K. Brain is something useful

    Thanks

  8. #8
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    Default How to Sculpt double side

    Hi I am New To Zbrush I Want To Know How To Sculpt Double Side Please Help Me

  9. #9
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    Default Re-Materials

    MeshMixer to the rescue again! Material selection in Wings3D(and Blender) is done in polygon mode and follows the wireframe. To get a smooth, selectable wireframe export your (finished sculpting) model to .obj and import into meshmixer. In select mode select the area for the material change and do a Deformations-smooth boundaries and accept. Then export your model, import it back into sculptris(sculpt mode), Then go into Paint preserving your selectable area. You'll have to change material in your other software as Sculptris only exports (null), but with your polygons intact this should be no problem. Meshmixer-mats.jpg Meshmixer-mats2.jpg Meshmixer-mats3.jpg
    Last edited by justadeletedguy; 06-27-11 at 07:40 PM.

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