1. #31
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    Default Cubics

    Cubics.jpg
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    Last edited by seniorpapa; 04-02-11 at 03:20 AM.

  2. #32
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    I am not sure exactly what your script does seniorpapa ?

  3. #33
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    Quote Originally Posted by Nyx702
    I am not sure exactly what your script does seniorpapa ?
    Sphere-wire.jpg
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    Last edited by seniorpapa; 03-30-11 at 11:17 PM.

  4. #34
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    Default Come together (ZScript)

    Come together Right now Over me
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    Click image for larger version. 

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    Last edited by seniorpapa; 04-10-11 at 12:06 AM.

  5. #35
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    Default Materials to Texture Map - updated May 29 2012

    This little plugin will help when you want to embed materials you have polypainted into an existing texture map. This will mean the materials display correctly when the texture map is on the model. (Note: if you are making a new texture map from polypainting you can include materials by making sure the Draw>Mrgb button is switched on before pressing Tool>Texture Map>New From Polypaint.)

    Unzip the file and place the Mat2Txr02.zsc in your ZStartup/ZPlugs folder. Restart ZBrush and you will find the Mat > Txr button in the ZPlugin>Marcus Tools menu.

    Instructions

    1. Make sure your model is in Edit mode and with the texture displayed on it. The model must be a polymesh to work correctly. If you use one of the ZBrush primitives then it won't work unless you convert to a polymesh first.
    2. Create a copy of the texture map as a back up by pressing Tool>Texture Map> Clone Txtr and exporting the map from the main Texture palette.
    3. Press the Mat > Txr button.


    Notes

    1. Depending on your model's UVs and the size of the texture map you may find that the UV seams show. You can correct this by using Projection Master and painting over the seams with the relevant material. Make sure only the 'Material' option is used in the Projection Master dialogue.

    2. Once materials are embedded in your texture map it will no longer display the selected material. You can reset the texture map by selecting the Flat Color material and pressing Tool>Texture Map>Fill Mat button.


    Download here: Mat2Txr02.zip

  6. #36
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    Very awesome marcus!

  7. #37
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    Default Seamless Textures

    Seamless textures are easy to produce in ZBrush as you can drag the canvas by holding the ~ (tilde) key and the image will wrap around. You can then paint some more and fill any gaps. However there are a few things you need to do to export a perfect tile. This little plugin simplifies the process and will give perfect tiles in most situations [see Notes below].

    Installation

    1. Unzip the zip file and put the SeamlessTexture.zsc in your ZStartup/ZPlugs folder.
    2. Restart ZBrush. There will be a new Tileable Texture menu in the Texture palette.


    Instructions

    1. Create your texture using the ZBrush canvas. Check that rendering and shadows (if you are using them) are set up to your satisfaction.
    2. As a precaution, save a back up version of your Document.
    3. If you want to use Best render then press the Render:Best button; if you want to use Flat render then press the Render:Flat button, otherwise Preview render will be used.
    4. Press the Texture>Tileable Texture>Create Seamless button.

    Depending on the canvas size and render settings the plugin will take a few moments to work. When it has finished the texture will be placed in the Texture palette from where it can be exported. There will also be an alpha of the canvas depth in the Alpha palette, should you want it.

    Notes
    * AA Half will not work. If you want anti-aliasing use Render:SoftRGB instead or reduce in Photoshop or another image editor.
    * Some extreme shadows may produce slight artefacts at the image edge/joins.
    * The document dimensions should be divisible by 2. Odd pixel dimensions will be increased/decreased by 1 pixel.

    ***Updated December 23 2011 to enable Flat Render option***

    SeamlessTexture02.zip
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  8. #38
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    Default

    as it is quicker to save\load models when they are in their lower subdiv. Would it be possible to add another button to Svengali's quicksave plugin that has tool:SubTool:AllLow?

  9. #39
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    Quote Originally Posted by jawa64
    as it is quicker to save\load models when they are in their lower subdiv. Would it be possible to add another button to Svengali's quicksave plugin that has tool:SubTool:AllLow?
    jawa64,

    You would have to ask Svengali about that.

  10. #40
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    Default Axis Rotate

    This is a revised version of the Y Axis Rotate posted above. Sometimes you may want to position a model face on but rotated by a set number of degrees - for example, when using the PlanarLine brush to cut a bevel. This plugin will help you do that. It works in much the same way as the Y Axis plugin except for these differences:

    * it will use the rotation axis set in the Transform palette (if XYZ is selected then Y is used as the default).
    * The increment slider can be set in 5 degree increments from -180 to 180 (so that rotation is in either direction).

    AxisRotate.jpg


    Unzip to the ZStartup/ZPlugs. Restart ZBrush and there will be a new submenu called Axis Rotation in the Transform palette.

    Set the Rot Incr slider to the increment you want, in degrees. Then press the Rotate button and a model in Edit mode will be rotated by the increment.
    Attached Files Attached Files

  11. #41
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    Wow! That was quick - that bevel problem was just posted!!!

    Thanks so much Marcus!!!

  12. #42
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    Fantastic!
    i've been hoping for something just like this.
    THANK YOU, marcus!

  13. #43
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    thank you very much!
    it will be easier pose my models!

  14. #44
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    Thats great thank's Marcus!!!^^

  15. #45
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    Quote Originally Posted by marcus_civis
    Sometimes you might want to do something to all subtools and would find it useful to have a macro for future use. This example shows how it can be done if you are prepared to edit a macro in a text editor like NotePad.

    First of all record a macro of the action you want to apply but just do it with one subtool. Make sure you select the subtool before starting recording the macro and don't select any other subtool before ending the recording. Save the macro to your macros folder, select a new subtool and test it, to see that the macro does what you want.

    Next you'll need to open the macro file in a text editor. You'll find it in the ZStartup/Macros folder (or a subfolder of that). Open it up and you'll see code something like that below. The Gray code is the start and end of the macro; leave that as it is. The bit you need to copy is between the [IConfig,4.0] and the last bracket ']'.

    Code:
     
     //ZBRUSH MACRO - Recorded in ZBrush version 4.0
     [IButton,???,"Press to run this macro. Macros can be aborted by pressing the ‘esc’ key.",
        [IShowActions,0]
        [IConfig,4.0]
        
     
       //Copy all the code here and put it in the DoIt routine in the attached macro.
     
     
       
     ]//end of macro button
    Next open the Do All SubTools macro attached to this post. You'll find the Do It routine towards the top. Paste the code from your macro in the middle of the routine:
    Code:
     [RoutineDef,DoIt,
       
     
     	//put code here 
     
       	
     ]//end of routine
    When you're done editing, save the file to the ZStartup/Macros/Misc subfolder and press 'Reload All Macros' or restart ZBrush. The macro should then work on any number of subtools.

    The attached example macro All Subdiv 3 will set all subtools to subdivision 3 (if possible).
    This is a great code thanks. I was wondering, is there a way to get a code like this but that doesn't affect non-visible subtools?

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