ZBrushCentral

how to make a material "stick" to an object?

ok I’m tackling the learning curve here, going thru the manual…
When I create an object with a ztool, and have a material selected – when I rotate it, the material moves around on the object (material is filling the space instead of the object). I’ve tried everything I can to make the material “stick” to the object when the object rotates, but nothing works. I assigned a texture map, tried col>tex, other stuff too.

What do I need to do?

thanks for any advice,
NJ

Hello there!

Materials are actually designed to behave that way. Patterns created by them are based opon each pixol’s XYZ position. This allows multiple objects sharing the same material to blend seamlessly together.

Textures, on the other hand, move with the object. You can paint them directly onto your model using TextureMaster, and there is an option to transfer shaded color (color created by the material and rendering engine) to the texture. If you do this, then the material’s pattern will be fixed to the object as a part of the texture.

Hope that helps!

Thanks, Aurick, but I’m totally stumped here. I’ve tried about 2 dozen ways to get the material to “stick” in TextureMaster and out, using 3D copy (which I can’t get to do anything, even following exactly the help instructions). I know the difference between texture and material, and I’ve tried everything I can think of, but I don’t know how to apply the texture or the material so that it will stick when rotated or moved. (I also can’t get the UV options to show up under tools>modifiers>textures with any 3d object in Zbrush). I don’t want to paint the material on, because it doesn’t “wrap” on the object, it brushes, which is not the effect i want. I’ve evn tried using drag rectangle, but it only ghosts a faint approximation over the object, no matter how I adjust the rgb settings etc. I’ve been studying the manual, which it quite good for what it addresses, but I can’t find this info there.

If you could please tell me step by step what to do to get this to happen, it may throw some light…

thanks,
NJ

Pick Shaded in TextureMaster will pick up the material info as color. It will also pick up any info from lighting, so you should set up a uniformly-illuminating lighting to eliminate shadows.

sorry wrong thread…

Guess I should have mentioned that I tried that – it looks all wrong. It looks quite different from what I see when i fill the layer with the material, which certainly ought to indicate the lighting, yes?.

I have tried filling the layer with the material/color, mrgbz grab it, make alpha out of the resulting texture. So then I have a color texture and depth alpha information. If I then clear the screen, and the material, and the texture, I can create an 3D object on the screen, select the texture and alpha I grabbed before, and it wraps the object with it, tacked on. So far, finally, so good.

Problem still remains that I cannot change the UV map that’s defaulted to the object, so that the texture wraps correctly –
Zbrush is not showing me the UV options for the object.
I have looked at the manual and tutorials about UV maps, but the AUV, etc buttons they speak of do not appear where they are supposed to be, under Tools>Modifiers>Texture, for any object in the tool pallet.

How do I get these UV options, and will that solve the problem?

thanks,
NJ

Those texturing options will only be available for a polymesh object. The included parametric objects are automatically assigned the best UV mapping for their shape, and cannot be changed.

To convert an object to a polymesh, export it as an OBJ and then import it again. You will now have all of the mapping methods available.

Here is another idea:

Fill your canvas with the material and modify its settings to get the pattern that you are looking for.

Next use the MRGBZGrabber tool with the ShadedRGB modifier active to capture the canvas. Your material will now be captured as a texture.

Assign a blank texture to the model. Use TextureMaster to drop your model on the canvas and then use the Simple Brush with the DragRectangle stroke type, full RGB Intensity, and the grabbed material texture to apply the texture to the model. Since you are using TextureMaster, the texture will be remapped to fit the model’s UV coordinates.

Excuse me Aurick: blank texture is?
a.-No texture, texture off or,
b.-White texture
Thanks
Andreseloy

White texture. Or some other base color that is more appropriate for what you’re creating. :slight_smile:

Thanks Matthew¡
Andreseloy