ZBrushCentral

Baking materials tutorial - cant reproduce step

Hi there,

I’m trying to bake my materials to a texture map following this tutorial: http://www.3dm3.com/tutorials/zbrush/baking/
Everything goes fine until I get to the point where I convert my plane to a polymesh3D and try to reapply the texture map to it. Instead of seeing my texture applied to the polymesh3D - like in the video tutorial - mine is just stuck on a default material.

I’m sure I followed all steps properly. I have both my displacement and texture map loaded. The polymesh3D is fully on my canvas, in edit mode. But nothing… Any ideas? :confused:

I expect you need to apply the texture map through the Tool>Texture Map submenu. Click on the patch and select the texture from the pop-up. Applying textures changed with ZBrush 3.2/3.5 to allow for a different texture on each subtool.

Thanks! That did the trick :slight_smile:

I’m having a weird problem when importing to 3dsmax though, and don’t know whats causing it, but I’m guessing it’s a UV problem.

I created a PUV tile map at 4096x4096, and then unwrapped with uv master. When I import in 3dsmax on a lowpoly model my flippedV texture map has weird strips in it:

[3dsmax-seems.jpg]texturemap.jpg

Anyone know whats the cause of this could be? It’s very frustrating :slight_smile:

Attachments

grunt_v1-10.jpg

Isn’t this something to do with where your UV seams are and the way the material you’ve baked in is lit? You have a strip down the front of your creature which is lit differently from the sides. This strip is separate in the UVs.

If you bake materials into a texture map you have to take account of the fact that you are ‘fixing’ the lighting. Materials are simply how something reacts to light. While in ZBrush the materials react as they should but the moment you bake them into a texture they are simply color.

So when you lay out the UVs you need to make sure that the seams - where the lighting might be irregular - are hidden. You can get UV Master to put the seams at the back of your character where they will be less noticeable.

There are other ways to get ZBrush material effects into other programs. I believe the user-made GoMax utility in this thread has one.

HTH,

Ahh indeed, that did the trick. Thanks for the effort Marcus, I really appreciate it :slight_smile:
Still got some bugs, but I suppose it’ll take some practise.

Muchos gracias!