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very nice character design
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Yeah deff use PM for that
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If you don’t have a texture assigned to your object and you change colors, your model will change to that color.
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Yeah, in your tumbnail you have no texture applied. BEfore you start painting, go to Texture>> Create...usually at largest size 4096 x 4096. When you have a texture selected you can choose colors without changing the base color of the model.
Before you have a texture selected, Zbrush is giving you the option to change the base color at any time still before locking that base down into a texture. Hope this helps.
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gotcha!!!! thanks for the info!
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so is it a must to go to create texture and choose your size before you ever start texturing?
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My response would be the same advice I gave regarding the geometry distortions you had before, do not paint on the edges of the geometry, dont paint stuff at wierd angles, and use fade if you even get near the edges.
It takes more work in projection master but better to just work on the areas you know will turn out good, the centers and obvious faces, and rotate to a better angle for tricky contours etc.
Also as Frenchy Pilou answered once to my question, you can not undo texture changes so its good to go in and save texture as along the way so you have backups in case you mess up the texture....I did this quite a few times till I am now fairly good and having my textures backed up.
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i used guv tiles in zbrush when i exported my displacement for it, but i dont really understand your question aminuts. Are you supposed to click some type of uv button before or after you create a texture???
I have'nt unwrapped the model or anything, i want to figure out a way to texture it without unwrapping it! if possible. I know i could use textporter in max and place uv coordinates on poly selections and then texture it by using a multi/subobject material with masks to blend in the seems but i dont want to use this method! i just want to texture it in zbrush and then export my texture back into max and apply it to my model so i can render it for my demo reel!
Last edited by stalsby; 02-11-06 at 02:14 AM.
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was wondering if you used zb for uv
with auv or guv tiles it's really important to first create a blank texture in the size you are planning to texture or create you maps at first...then click on auv or guv tiles otherwise you could end up with some funky results. Am not sure if this is your problem here but it is the most common thing folks miss when using them.
Zb by default maps an object at 1024x1024 if you don't create a blank at the size you want first...if you choose a bigger texture size later to texture at...this means that zbrush now has to try and decide what information to keep and what to lose to get that info to fit into that 1024x1024 space which might not always end up in the desired look.
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so you're supposed to create a blank texture at the size you want then click the auv or guv button before you even start painting your texture? Will this prevent the banding effects i had when picking up my model from the projection master?
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Ok!!! I made a new texture and then hit the GUV tiles button under the tool > texture rollout before i started any texturing and when i used projection master i didnt have the banding problem once i picked it up!!! hooray!! but this is only the start! I know i will have more problems down the road when trying to export and apply it back onto my model in MAX! If anyone can throw a little tutorial together on a good color texturing process from zbrush to max it would be greatly appreciated! I know there are a lot of displacement and normal map tutorials for zbrush to max on the forum but i haven't seen any that have to do with color maps! Please direct me to them if anyone knows!
And one more thing! What is the diffrenece between using AUV or GUV tiles?
thanks Aminuts!!!!!
Last edited by stalsby; 02-11-06 at 01:47 PM.
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