ZBrushCentral

Different Materials on Subtools

Just thought I’d post this in case anyone hadn’t figure out yet how to have different materials for each subtool. What I did was select the subtool you want to apply a specific material to (example, the boots). Make sure MRGB is selected, not just RGB. If you are not sure where this is, it’s in the same area as RGB, ZADD, etc. You have to have either MAT or MRGB selected or the material info won’t be applied, only the color will be. Anyway, select your desired material, set a color, etc. and in the Color menu, click FillObject. Your boots will be filled with the new material and color. Any other subtool that has not already been done this way will also take on the new material, so you have to do this step for each subtool seperately. Anyway, there might be another way, but this is what I found.

Subtool-Mats.jpg

Thanks Slosh very clear and for sure very usefull tip.
Andreseloy

Yes. Thanks for the tip Slosh.

Just the answer I was looking for. :slight_smile:

many thanks

Thanks for that neat tip.

Cheers

Mike R

Thx Slosh for the heads up. Works great :slight_smile:

You should put that on the wiki, you can sign up and create an account.

In fact, doing that right now! :slight_smile:

Darn, still no editing! :stuck_out_tongue:

So Pixologic folks, when are we gonna be allowed to improve the scarce docs? This tutorial NEEDS to be on the wiki!

Soon. :slight_smile:

Ryan

Hmmm… this is not working for me…
From the classic UI, when I select SubTool and click on the subtool that I want to select (red box will be around it), I chose ‘Mrgb’ (std tool selected), but when I select different material it still changes it for all subtools… Interesting enough when I click on ‘Color’ the ‘Fill Object’ option is grayed out. I must be doing something wrong…?

Awesome. I though I needed to resort to Multi-Marker tool for this. Glad to see I can do it right on the subtool level. This absolutly needs to be in the docs somewhere!

:+1: Here’s another related tid bit.
Working with multiple subtools simultaneously/merging subtools ?
(sorry it doesn’t link to the original posting. It was copied without the source url, and I just copied it yet again)

:question: I wonder if multiple textures is possible also.

Ah, nevermind, had to deselect a texture first :slight_smile:

Ah thank you, been searching for this answer all night!

I was JUST trying to figure this ou! Thank you so much for the tip, Slosh…:smiley:

Dickie

I have been experimenting some slosh. i was thinking you needed to mask groups of imported objects to change colors and all that is needed to shift ctrl click on group and fill with color. lol

[attach=56424]Example 01.jpg[/attach]

Attachments

Example 01.jpg

Somebody’s thinking…

Clever tip Slosh! Cheers :+1: :+1:

No way to have multiple textures on the subtools?

I was thinking that the Rimasson tutorial did this: one texture on the eyeballs and another for the skin, but it seems that it uses colorize instead. I certainly haven’t been able to make these directions work for a texture. One size fits all.

I’m trying to apply multiple textures to sub-tools as well. It’s not working for me.

haven’t tried it yet but if ya have a model that is grouped ya can subtool by groups…right? my thinking being that you can have one texture here that covers your whole model that way…i guess a no brainer there.

i would think…haven’t tried it…one could save out a diff texture per subtool…if one did not create it from groups…but again docs are scarce.

tomorrow i hope to play with all this fun stuff.

am thinking removing uv’s is the key here…for someone who begins before me…start there.

edit…different materials can be done on each subtool…i did it today…but yea it was with poly painting …if you are looking to save that to a texture…see above…same rules would apply as they did in z2…if you are looking to export out only they made it a bit easier to save col to tex.

they don’t advertise fine tuning a texture in this method…just quickly doing the dirty work before fine tuning in ps or via zapplink. but it’s all in the texture menu…in z2 info if ya need to learn more on it…

hope that helps some…it is a bit different…was one of my fav features of z2 but wasn’t a fan of how it saved to texture…but seems so far to be much better there.