ZBrushCentral

paint texture and bump/disp at the same time

Sorry if this a noob question…newer to ZB. How can I paint a texture and a bump at the same time? I have a nice texture I want to apply and I created a bump with it to match. Can I apply both?

Ok, think I figured out how with one of the brushes but it only paints my texture in the white areas of my alpha. I want to apply the texture 100% but have it add or subtract based on my alpha at the same time. This possible?

If I am understanding what you are asking… if you are using the masking menu to load the texture to the model then you are masking it off and only the white parts would be effected.
so you could do your thing to the white parts then go to
tool:masking and it the inverse to reverse the mask then and work on those. Zadd one way, inverse mask, zsub.

you could work with projection master to do both at same time but it’s harder and with zapplink3 not ready yet …harder but check out Antropus tutorials from z2…see z2 wiki link in my sig to find em…he shows you how to line up a texture in pm.

Uh…yeah…lost me. I have a model I imported. I did my morph target, up’d the rez and now I drop it to paint on. I wanted to know if when painting a texture or an alpha brush, can I paint both at the same time. Like a dual brush. Basically pick your RGB image, pick your b/w alpha and start painting so that it not only textures but displaces the surface at the same time.

Like, for instance, if you were painting reptile scales, you want the surface of the object to sculpt scales from the alpha, but also paint the scales from a texture at the same time… so you’re not only getting the shape, you’re getting a painted effect at the same and they’d both line up perfectly if they were both based off of the original reference…

Right?

Exactly

Hey, I was thinking about the same thing in the recent days! Is it possible? It would be like using two alphas and one color texture. One alpha would be a spherical gradient, and the other would be the displacement texture. The first alpha would affect both the second alpha, and the color texture. Or it would be also great, if you could paint two color textures with one stroke. Like painting a color map, and a corresponding normal\bump map, or spec map at once. Well, that would need storing multiple texture information (or colorize layers) on the model…or texture layers, besides 3d layers.

hehe…what you are asking have been my main concern this month so
I guess you’re lucky.

Here is the solution. Go in projection master. Select the Simple Brush. Select the Dragrect Stroke (I worked out this with the dragrect stroke and I haven't tested it with other strokes.) Load your "bump" alpha. Load your texture.(needless to say :a 32bit psd with transparency)

(I assume you made a combo that match in size)

Now set Zadd to whatever value you like and disable Rgb or Mrgb. Drag your bump on your model. Once you're done switch from draw mode to move mode. Hold Ctrl and left-click on the gyro. (Just a gentle leftclick on the handles while holding ctrl nothing more) Now you got a copy of your stroke over the previous one you don't see it but it's there. Now while still in move mode disable Zadd and activate RGB instead and set the value you like(100 usually). There you go, a texture that macth a sculpt perfectly! :D Now go crazy,make belt buckles,zippers,ammo pockets,stiches, metal bolts ....

Endless Mr.Potato Kits that just need to be drag
on your model to sculpt and texture at the same time!!

subliminal suggestion:
If somebody could write a script that unlink the Zadd and Rgb sliders with the Simple Brush I think I will build a 1000slaves cardinal shrine in my garden to celebrate him(or her).

Thanks for the quick reply! It is a clever trick, but It must be reeeeally slow to texture entire objects this way… But it’s still a solution!

hey there.
am just new to Zbrush 3.1 and i am having trouble painting my model, i have tried using the projection master and colour to texture within the texture tools. however am not getting a texture using both, Colour to Texture seems to apply one, but my model goes missing from view when its on.
lol.
could any one please supply a idea of whats going with my models
thanks.

I just asked the exact initial question in another thread.

I was watching one of the video demos of modo, and it appears it can do it fine, but I’d prefer to work in zbrush if possible.

My goals would be to bring a uv mapped mesh into zbrush, and paint both displacement/bump maps at the same time as also doing a color map.