ZBrushCentral

apply an alpha on on all a mesh?

Do you know if there’s a way to apply an alpha on all the mesh without using the dragrect or dragdot to place it (that take a looot of time)…I mean like you can do with the noise…
If yes how?
Thanks!

Yes! =)

Make sure you have the alpha you want to apply showing in the alpha window over on the left hand side. Then, under the tools palette, click Masking to open the masking controls, then click the button that says Mask By Alpha.

If the button is grayed out and therefor nonfunctional, then that means you need to apply image coordinates to your model.

To apply image coordinates or UVs, either use the UV master plugin or use the functions under UV Map found in the tools palette.

Ok but inthis way i have the alpha very big on themesh…i want to cover a body mesh with a reptile skin alpha so the alfa must be small to make the right impression…can I change the scale of the alpha in the masking menu?

No, you cannot change the scale of the alpha using the masking controls.

To do what you’re trying to do is normally done little by little using the first method you were trying. And yes, you’ll be spending a LOT of hours working on it to get it to look good! =D

However, if you make your scales alpha a seamless tileable alpha using Photoshop or it already is, you can then go to Brush, Alpha and Texture, AlphaTile and input a setting greater than 1 to have multiple alphas draw at the same time per stroke.

And so, if you set this at a high setting like 10 or more you can cover areas large enough so you don’t end up spending years working on it! =P

But going back to your question. Yes you can change the scale but not in Zbrush. You’d need to do that in something like Photoshop. Sadly tho, I can tell you ahead of time that it’s not going to work.

It will only come out right if you make the alpha a seamless tileable alpha and copy it multiple times in an array pattern within Photoshop.

So you’d end up with a huge alpha that is say 4096 X 4096 or higher, cuz your alpha was copied a 100 times or more. Doing that, you can load that huge alpha in Zbrush and use the Masking, Mask By Alpha.

Doing that, you’ll end up with a fine scale texture covering your entire model, but because of the limitations having to do with UV coordinates you’re going to find that it looks perfect in some areas but unacceptable in other areas.

Ergo why it’s best to apply your alpha texture stroke by stroke using the first method you were trying.

Hope this helps, and don’t hesitate to ask if you have more questions. =)

^^ Thank you! So lets spend a lot of time to do it!!XD

hehehe YEAH! =D

You’re welcome! =)

You know, what you’re doing right now is one of the top 5 hardest things to do in Zbrush and have it come out looking good. So don’t get discouraged at the time you’ll have to spend on it to get it looking good. =)

I once spent 120 hours doing that for one of my models. hehe =D

Post picks if you want! I’d love to see how it comes out! =)