dear marcus...
i just want to say thank you million times...![]()
without your brilliant tool i couldn't do that in one day..
{i did it with 20 projections in Zbrush and then blending them together in photoshop }
dear marcus...
i just want to say thank you million times...![]()
without your brilliant tool i couldn't do that in one day..
{i did it with 20 projections in Zbrush and then blending them together in photoshop }
Maya_Mana,
That's great, I'm glad you found the plugin useful.
Im also getting the "alpha etc etc" error even with the lastest update. Does it have to be with the fact Im working on 64 bit platform¿?
The only thing that should make any difference is which version of the plugin you are using with which version of ZBrush.Originally Posted by Dogway
If you are using the plugin version from the start of this thread with ZBrush 3.1 then you won't get a message saying 'can't find Alpha 00'. It's impossible because the code doesn't look for that alpha.
You may have still got the previous version by mistake, in which case delete the ImagePlane3.zsc from the ZStartup\ZPlugs folder before reinstalling.
HTH,
I'm on a deadline and was wondering if anyone knew how to actually clone or sample from photographs in order to paint (clone) onto my model?
At best I've been able to get my image to act as a brush but it just smears around instead of sampling like it would in Photoshop. I'm new at this and any help is appreciated.
Use the ZProject Brush. Remember if your model has subtools to switch them all off except the one you are painting if you are sampling from a background picture. And your model must have a high polycount to support the painting detail.Originally Posted by BillStarz
Here's the tutorial:
http://www.zbrush.info/docs/index.ph...ject_Texturing
sorry, iv looked all over for the answer but i cant find it, its been touched a few times but with no answer from what i can see in this thread, my question is when i pick my model up from projection master the texture appears to be darker, my model is se to use fast shader so it cant be that, also ive tried it with others and the same hing occurs, how do i solve this? also, and more importantly a the moment, im using Ryan kingslian's tutorial and when you move the texture around ot position it, it turns into a wire frame mesh, he says it because theirs not enough geometry, iv subdivided the plane thats being used for the texture multiple times and it still does it. should i up the geometry of my face? is their a basic amount i should stick too in my face, at the mo the geometry is around 256000. sorry if they have been asked before but iv been searching all day and cant find anything.
MATT_KB,
On the texture appearing darker: to check that this isn't a render effect, switch on the 'Flat Render' in the Render palette. This will render your model without shading and material effects and you'll be able to see exactly what the colors are. When picking up from Projection Master, make sure 'Shaded' is off.
On the wireframe display: check that you haven't got 'Dots Display' switched on in the Transform palette. You shouldn't need that much geometry in the plane. How much you have in your model will depend on what you're doing: polypainting will require about a million polys minimum; texture painting it doesn't matter.
HTH,
i kept shaded on, and think i put dots on earlier, thinks its them, thanks alotfor you help, as well as the speedy reply.
*********
just checked shadings now fixed but dots isnt on, have you got any other ideas on what it could be creating the mesh look?
Last edited by MATT_KB; 10-10-07 at 08:29 AM.
hi there! i'm "new" here as a, registered member, (just to download this masterpiece of plugin) but i'm here for much longer reading tuts and other stuff.
i've sperimented a lot with this plugin now and i've got the same problem as MATT_KB. it wasn't because dots was on but instead because the system, or better the hardware, was too weak to handle the whole stuff on the canvas. after toying a bit i found out that the larger the canvas size is, the more ram and/or cpu heavy it gets. at the beginning i didn't realize this because i followed step by step the vid tutorial. i crop and filled with the photo reference and the canvas got extremely large (2***x15** or something). but if the system can't handle the moving points at a decent frame rate it goes automatically on dots mode, even if it's turned off
to solve it i did this:
- crop and fill
- position your mesh to fit the photo the best way
- hit ctrl+n (only mesh visible on canvas)
- exit edit mode
- resize the canvas to something smaller, but trying to maintain proportions of the photo. i for example resized to 1600x1000
- draw again your mesh to fit with that on the canvas
- projection master
- use image plane without scaling the loaded photo (it fits automatic on the resized canvas)
and there you go! you can now move points without entering the wire mode because with a a smaller canvas it's lesser system demanding
please feedback if it helped in some way
thanks alot, it was that, i was using 8mp photos and the size of them was resizing the document to huge proportions. cheers for the advice
marco_c,
Many thanks for your suggestions and welcome to ZBC.I'm glad you find the plugin useful.
Only thing to add is that it might be simpler to scale the images down in an image editor. This would give you a bit more control. The point of scaling the document to the same size as the image is to keep the pixel ratio between the image and the texture as close to 1:1 as possible so that there's the best transfer. Obviously if the texture you are working with is only 1024 x 1024 there's no point in using a reference image of 4096 x 4096. In fact, the reference image will only be used for a portion of the texture so can be smaller.
MATT_KB,
I'm glad you got that sorted.
sorry to ask another question its just im a bit confused what to do next. iv been following a tutorial by rhyan kingsly (think thats how you spell it), basically iv done three projections, front, three quarter, and side using the script, but thats where the tutorial ends, he does say that the images should be taken into photoshop and pieced together, but thats the problem, i have no idea how i even begin to piece them together, is their any chance someone could just give me a quick low down on how this is achieved. thanks for both your help
MATT_KB,
The technique really relies on UV mapping that is 'human readable', so that you can make sense of which bit goes where. The texture maps that you produced using the technique will have the 'front', 'side' and 'three-quarters' in the right positions but with a lot of extra white space; you need to merge them into a single texture map that when displayed on the model will look good.
The simplest way to work is to load the texture maps into Photoshop as different layers of a single image. Adjust layer transparency so that you can see through, then blend the layers together by carefully erasing the extra bits for each layer. You may need to use the clone tool to tidy some areas.
You might find it useful to work with the UVs as background. You can create this in ZBrush: with your model in Edit mode, create a new texture of the same size as your maps then press Tool: Texture: UV>Txr. This will create a texture with your UVs that you can export.
Finally, delete the UV background and merge the texture Layers together to form a single map.
HTH,
Thanks for the help, it worked.
Only problem now seems to be that as I clone the image onto my mesh, everything looks great until I "pick it up" at which time the resolution drops and the image looks like mud on the mesh. My mesh was over 4 million polys at the time.