ZBrushCentral

Full Body Texturing.

I would like to texture full figures in Zbrush to export and animate in other apps. I figured the Planar mapping like front/back would work best.

But a big problem is as you can see the distortions ontop of the model, I painted in every possible direction but I could not get rid of them. There also seem to be some random distortions everytime I drop the texture on the model.

Also another even bigger problem is this:

As you can see Zbrush seems to use the same texture both back and front with this kind of mapping =/, which really does not work too good. I have tried spherical and cylindrical mapping aswell but they generate very bad textures for this thing it seems.
And with any kind of texturing, I suppose there will always be distortions in the armpits, inside of the legs etc?.

Now, I have searched for information about this but I could not find anything meaty. Has anyone here ever tried texturing a full figure?, is it even possible?. I find it hard to believe that this is the best I can get =P. Do you know or have any ideas on how it could be done?,or do you know how is it done in other apps?. Im sure there is a need for this kind of thing and surely there will be even larger need for full figure texturing following the next version, will it not? ;).

http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=2&t=000049

http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=001530

http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=000353
http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002988

Many thanks Kathy, but im afraid those techniques won’t do much good with this guy =/. However I think I got an idea on how to make it it work going through Pixolators tutorials…I’ll check it out.

However…Some notes:

You’re using plannar mapping, yes. But seeing the texture…you not using a split plannar mapping: It is giving the same texture to the back and front side. I didn’t read all slowly, but if you made the mapping outside zbrush, you should have splitted back and front plannars. Is an uv problem, not a painting or zbrush issue.

The random distortion happens whenever you ‘pick’ your model using texture master. Is due to the way it calculate how the pixels lay down, or something, I think. Workarounds: repaint, do not use too much ‘picks’, think of painting high count models more than low… And some others. At the end (in non low count game models) everything can be made quite hiperrealistic. This thing surely is adreessed in 1.5 (I wish ;D)

The random distortion is not distortion is a slight blur…But if you talkn about the distort in the interior side of the legs…it is for the plannar mapping thing…

You see you have green strokes in the back side of the head. Again, the mapping applied is not correct,(same texture for back and front) you should make a different one. The only thing for free I can think of is www.uvmapper.com , the beta version. With uvmapper, the best to do is create groups inside your modeller, and so in UvMapper it recognizes the groups, and can apply different mappings for head, torso, etc…

There’s a comercial but cheap great app called www.unwrap3d.com for uv mapping generation.

Whatever the tool you choose for mapping, this could be a quick uv set up for a high count model like yours:

For example: cilinder for arms, plannar with split (bottom&top) for hands (if the arms are like in that image -ready for anim ;D-), box for torso(you may sew those uvs later), cilinder for legs (that’s better be done in somewher you can orient gizomo uv cilinders, like in Max or Unwrap3d ), box for foot, cilinder with caps (with some uv rework later) for head.

Till you get to learn (work) that stuff, you wont have all the control you may prefer over the texturing, or that’s my opinion.

or, hehe. You could just import a Poser male and modify in in Zbrush :wink:

Even better. Just wait till 1.5 is released, as those magic new zspheres will have it’s own mapping, generated as you construct, automatically. :-o I f I understood well.

It may be so easy I may feel then I will not be doing 3d… :wink:

But software must be geared to that kind of thing, so that artist can access easily to 3d, as it use to be a barrier, and lot of talent is not used for fearing th etechy thing.

Anyway, I recomend to not forget you can always paint over the texture in 2d mode, directly. For some detailing could work well as an aditional technique.

Thanks a bunch for this Drawingtroll I had suspected it was something like this that caused the problems but I have very limited experience in this department. I have a version of Bodypaint tho, and I think im able to do what you just mentioned in there .Im totally unfamiliar with how it works tho so Im gonna have to learn =). I’ll check out those apps you mentioned aswell, sounds like they could be really helpful.

If I assign my own UVW coordinates and save the file as .obj and import to Zbrush it will recognize em and I just have to paint all over the place?.

And if the Zsphere thing is true that would be perfect…can’t wait till version 1.OutofThisWorld :wink:

ZBrush will accept any UV coordinates that are already assigned to the object when you import it. However, you may at times need to flip the texture vertically to make it wrap the same in another program. Each 3D app has its own 3D world coordinates and UV mapping method, so it’s always necessary to experiment slightly when going between programs to learn which settings are required. Once you know, though, you never have to worry about it again – it’s a snap.

Oh great!, I suppose its time to get down to buisness then =).

I thought i’d just update quick on the progress. I downloaded UVMapper and it turns out it works perfectly =).

Here are two texture tests I ran in Zbrush, imported to Cinema 4D.

Oh forgott the attachments, heh. Here they are:

These are without bump or specular maps so they look a lill flat naturally but im happy with the results.

hey!

You got it pretty fast!

You wont have a problem. Well you’ll have several as 3d goes like that, but see you’re a quick 3d learner. Surely you got wide experience in other 3d areas. :slight_smile: