ZBrushCentral

Polypaint and hi resolution work

Don’t get me wrong as I think zbrush is great but things could be better in terms of producing hi resolution texture maps.

Polypaint is really difficult at hi res and you still get blury results. Futhermore you have to make your photographic image as large as possible (and therefore your model too) to get any thing like a good resolution. This is a real pain because you can not lock the model to the lightbox image together and move the two around. It is very frustrating.

I know there is Mari (way overpriced) and I know there is zmapper and scultris but they do not cut the mustard for what I am doing.

Polypaint and lightbox is a good workflow but new thoughts need to go into this for the next version of Zbrush if possible

I would like to paint directly to the UV’s and lock the model to the picture in lightbox.
Have a think pixelogic - hi res texture in Zbrush!

i really like zbrush - but for texturing i recommend mudbox

I haven’t thought about mudbox in a long time. Is it easy to paint faces on models withis software?
As easy as Zbrush?

Very easy to use, wonderful layer system, since ptex also possible to paint without UVs

Give it a try

3dcoat, DeepUV, and Bodypaint will get the job done as well.

Thanks for the replys

I just think Pixologic should develope this side of things now.

I hate it that the moderator takes this off the main forum and moves it deep into this backwater section
I am not really trouble shooting here!

I think a lot of users would like to discuss this topic.
Oh well!

the topic was moved? strange…

I totally agree with you; if zbrush users would not use other tools, we would miss a source of inspiration; and as we discuss it here, it becomes an inspiration for the zbrush community and pixologic - and it would be foolish not to look beyond the rim of your teacup.

the zbrush painting system is very poor, compared to mudbox; that´s just a fact.

so let´s improve it!

Yeah I put this thread on the main forum.
Now I have to log in to view this thread as well.

I’m not critisizing zbrush just saying this side of things should be developed!
Polypaint only gets so far, it could be improved.

Thanks
R

I tried Mudbox couple years ago and didn’t find it much better for texture painting. Could somebody answer a few question about Mudbox please.

  1. Can you paint color, bamp and spec simultaneously as a single whole material?
  2. Is it possible to lock all three (color, bamp and spec layer) on to a model or to each others on the screen at least?
  3. While painting, does it project a photo in a screen resolution only like Zbrush?
    4.When I tried its “dry brush” it worked not so good as a few Zbrush brushes for the same " dry" technique. Have it been improved?
  4. Does it have randomly variable brush dabs like Animated brush from gimp or Image hose from Painter?
  5. Does it have something similar to Roll mode with a support of not only square shaped images?
  6. Does it have something similar to Zbrush noise ( proceduaral noise)?
  7. Are there brushes that can scatter small geometry things (random things) on to a surface? Something like mesh insert that could insert/scatter random meshes?

Mudbox actually allows you to paint texture maps/masks that effect reflection, bump and specular shaders, shaders that are much closer to a final render in maya, max, SI, LW, Modo etc. It’s expensive in the sense that you don’t get free upgrades like we do with ZBrush. I would most welcome this ability in ZB or sculptris as well.

Poly paint and and Projection master are for the birds imo, very outdated. I find rendering in ZB is ok for concept work and illustration in general but for rendering in other render engine’s it’s usefulness kinda ends with the sculpting and painting basic shapes for me.

Does it allow to paint projectively all three layers (color, bump, spec) simultaneously from a kind of material on a screen? (like 3d coat?) When I tried it pretty long ago it didn’t .

that must’ve been a while ago, it renders in real time all those channels with your texture masks applied as layers. Works well with Zbrush. You can simply add your displacement maps to your model in mudbox and start painting on your mesh.

thanks, epiginosis