ZBrushCentral

how to evenly distribute a texture over a model

Hey everyone,

I may have skipped over this but I’ve been looking for the last day on how to apply a tileable texture over a model (for example, a tileable fabric alpha over a shirt evenly). I’ve tried a few things that haven’t’ quite worked. Anyways here’s an image of what I’m talkinga about:

The leather on the main clothing and under the armpit where it’s more of a cloth are perfect examples. How do you apply textures such as this?

Thanks for the help!

Wow, tough one…

I’m not sure if it can be done in Zbrush.

I can only suggest two options outside of Zbrush and they both require hard work and, even then, you may not get the result you want.

  1. You use procedurals to create the illusion of leather you want in your native 3d program. You then bake the texture using your uvs into an image. You won’t be able to use the texture you want but you get a seamless result.

  2. You create a squarish mesh of your UVs and apply the repeatable texture onto it. You will need to prepare the texture first in photoshop so that it is seamless on your squarish mesh. (I should explain about the squarish mesh first. EG imagine you want to texture a Tshirt so you create a base mesh that looks like a giant T shape. It’s divided so that it matches the same resolution as your UV map. You then go into photoshop and using the straight edged mesh as a guide you paint your texture seamlessly. Because the mesh is straight horizontal and vertical lines it is easy to make things seamless). You then take that squarish mesh and morph it into the same shape as your UVs so that the texture is distorted to exactly your UV map.

I realise the second option might seem confusing. It might require a tutorial but I don’t have time for one. I might ask my friend if he’s interested.

Anyway, sorry to burst your bubble. That’s a great model you got there, BTW.

Good luck.

Cheers,
Revanto :stuck_out_tongue:

Your clothing would need to be a separate SubTool so that it can have unique UV mapping. Then you can go to level 1 and press the Tool>Texture>UVTile button. This applies a single texture to every polygon of the lowest subdivision level. If your texture is seamless, then it’ll tile pretty nicely.

However, you’ll only get a uniform result if the polygons themselves are uniform. Any stretching of a polygon will result in stretching of the texture applied to that polygon.

Now what’s really cool is that you can apply your fabric texture in this manner using UVTile, then convert that texture to polypaint. From there you can change the UV mapping to something like GUVTiles (or even an imported mapping) and transfer the polypaint back to a texture. The result will be that your perfect cloth texture will have been converted to whatever mapping method you want!

lol
well that would have came in handy a few million years back.

I was wondering how some of these models had such pertfectly wrapped on texture myself.

I was almost thinking skill, but no it was science!

Science is a great thing;)

Gees sorta feel cheated now heh

Thanks aurick
Seriously thats something that should be in the manual page 1.
skull.jpg

hi canned mushrooms aurick

Would you be able to go over your process of placing that tileable texture on your model or do you have any links to find the information to do. Cheers guys

hi canned mushrooms is that a texture or displacement(geometry) aswell?
I would love to know how to that to save a pair of trouserrs to get that fabric look.

At subdivision level 1, click Tool:small_orange_diamond:Texture:small_orange_diamond:UVTile

Now you simply subdivide the model to have enough points to support the detail you’ll get from the texture.

Apply the texture to the model and press Tool:small_orange_diamond:Texture:small_orange_diamond:Txr>Col. This converts the texture into PolyPaint.

Go back to level 1. Import your original model with its UV’s or assign new UV’s.

Press Tool:small_orange_diamond:Texture:small_orange_diamond:Col>Txr to convert the PolyPaint back to a texture.

Hi aurick

Could i use the tileable fabric i placed on the model as an aplha so i could create indents of the fabric.

Hi Aurick
How do i make the texture flow in the same direction as you can see in the image there going in different angles. Cheers
textureee.jpg

I think that has to do with the point order of the model. It’s not going to be possible to fix in ZBrush.

Thanks for looking at my problem aurick. Not sure what point order is so i will have to investigate.
Would wrap mode be an ideal solution to placing a fabric texture around a cloth?

You rule Aurick! Always learning new things from you. Thanks! :smiley:

This is a fantastic tip, thanks aurick! I was playing around with it and I noticed that areas with more densely packed polys made the texture tile more densely, which makes sense if you think about how it works. But I played around with the AUVRatio slider and I was able to get the texture to tile much more evenly.

-Dustin

…is a very cool trick useful for numerous users! :cool:

This is amazing.
Is there a way to get the texture to convert into a sculpted surface?

Yes. After the texture has been applied the way you want it, you can use Tool>Masking>Mask by Intensity. From there you can sculpt through the mask or you can apply a deformation like Inflate.

THIS IS UNBELIEVABLE!!!texture test copy.jpg

Prior post was with a brush.
This one is with deformation, inflate.
Aurick… this is beyond cool…
texture test copy2.jpg

forgot about this thread
I did a video ALONG time ago when Aurick told about about this.

I’ll post them here incase this topic comes up again

[veoh]v6909598pyMEC7RR[/veoh]
[veoh]v6909599w3BbBgxK[/veoh]
[veoh]v6909600qQaZ4ad5[/veoh]

Hey Can man…

The third link for the “procedural bump” does not play.
I got the first two to work; the last one bumped me to Veoh and wouldn’t play.
Whass up with that?

By the way, how did you get the skull to tile all aligned (unlike the sweater posted by Goobastic earlier in the thread)?
The skull looks pretty amazing!
Do the poles at the top and bottom mash up?