ZBrushCentral

3D copy

I have been unable to get the 3D copy function to work correctly. I can easily get color and texture, but the Z information doesn’t copy even though the intensity is set to 100. Can someone help me out? Thanks.

Welcome to ZBrushCentral brn :slight_smile:
3D Copy is currently only affecting the Coloring of a 3D object or it’s texture. The main use of 3DCopy is in the texturing process of 3D objects. If you are interested in deforming a 3D object based on the elevation (depth) of pixels (pixols) that are currently imbedded in the canvas, than you can use the MRGZGrabber tool to create an elevation-alpha-map which can be applied to a 3D object when applying deformation.

If you would like more information about an effective texturing process or the process of deforming a 3D object based on pixols depth, please let me know and I will post a more detailed explanation.
-Pixolator

Thanks for your help. Will pixol information be part of the 3D copy function in the near future?

so?

'Morning Pixolator…If you have the spare time, I would sure like to see a tutorial on this subject. :smiley: ( If you would like more information about an effective texturing process or the process of deforming a 3D object based on pixols depth, please let me know and I will post a more detailed explanation. ) Thanks in advance & have a good one… :cool: Mark.

Oh god yes pixolator, I’ve been trying to work out how to paint a displacement texture onto a 3d model but I’m still trying to wrap my head around zbrush’s paradigm. I would like to know how to load an image into alpha and add/modify that image progressively as I paint. The colour texture works fine but can we load in textures(alpha’s?) for attributes like bump, displacement, specularity etc?
Is there a new manual in the works?I’ve read the entire forum and downloaded the zacademy pdf but there are still so many sections not documented.
Beatiful program
John
:smiley: :smiley: :smiley:

Mind if I shed a little light here?

There are a number of ways to apply texture and/or depth info from the canvas onto a 3D object; here are three.

Start with a simple texture on the canvas:

The first method is the one you’ve already discovered; the 3D copy button.

This projects a flat image of whatever’s behind the 3D object onto its surface.

BTW the “S” button stands for “shaded”, so you can choose whether to copy the background image with highlights and shadows intact. This gives you a flat representation of depth attributes.

The second and third involve the MRGBZ Grabber, in the Tool palette. Grabbing a selected portion of the canvas simultaneously gives you a texture (the image grabbed) and an alpha (the depth info grabbed).

You can use the grabbed alpha as a mask (I think this is what John means by a displacement texture?).

The second method is to simply wrap the alpha around the entire 3D object. Use the “ALP” button in the Tools:Modifiers:Selection sub-palette.

This gives you a wrapped mask:

You can use sculpting tools or Deformation sliders (in the Tools:Modifiers sub-palette) and they’ll ignore masked areas. For example, the “SizeXYZ” slider:

The third method is a little-known trick. In Edit mode, use the Move tool, hold the “ctrl” key, and drag the alpha over the surface of the object (here’s a drag in progress):

This applies the selected alpha over an area you choose, and sculpt/deform tools work in a similar manner:

Masking is one of my favorite features of ZBrush – in addition to what I’ve mentioned here, you can apply a mask mathematically (download the tute from pixologic.com), or from texture information such as intensity, hue and saturation.

Hope it helps – have fun!

dave

Thank you Davey! Awesome tutorial :slight_smile: