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It’s been a while (my fault), but here at last is Leeson 8 in the Ken Brilliant series of tutorials:
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<h2>UV Mapping</h2>
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If you’re serious about texturing, then this is exactly the tutorial for you! Think about it: about 20% of your finished model’s details lies in the model. The remaining 80% is in the texture. So it’s well worth taking the time to learn how to make your textures the best possible.
Like with anything else, a good foundation is the key. You can have a “perfect” model, but if it’s poorly mapped then it will be impossible to get a good quality texture onto it. Bad mapping leads to stretching, jagged edges, seams, and other nastiness.
This tutorial explains several ways that you can use ZBrush’s own powerful texture mapping features. It then goes on to teach how to easily re-map a more complex model for optimal results.
So if UVC, UVS, UVP, UVTiles and UVW is all alphabet soup to you, download the tutorial today!
Click Here to Download the PDF (1.48 MB)
Note: You must have Acrobat Reader installed to be able to view the tutorial after unzipping it.
Thank you, Ken!
In addition, we’re continuing the tradition of issuing a challenge to all ZBrushCentral members:
Create your own ZBrush model – either using ZSpheres or from a 3D primitive – and then use the techniques described in this tutorial to assign your own mapping to it. You can use any mapping technique that you choose, but you should show the following:
The model with a grid applied and the default UV mapping
The model with a grid applied and your own mapping
The finished, textured model
We look forward to seeing your results!
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Other tutorials in this series:
The Octopus
The Cactus
Membrane Curvature
Unified Skinning
MultipleMarker Skinning
Hard-Edged ZSpheres
Stylized Illustration
Transferring Textures
Compositing