ZBrushCentral

PolyPaint Issue

HI !
I’m exhausted.
I understand that if I use polygroups I have some advantages: Masking, sculpting, painting…
I fail to understand what happens.
I have a subtool with some polygroups.
I painted the polygroup 1 with a Black material, the polgroup 2 with the same black material and polygroup 3 with some gray metal.
I do not understand why the two materials from polygroup 2 and 3 overlaps chaotic.
Should be painted uniformly on the edge, Since I painted each polygroup separately.
Can someone help me please!
Thanks!

Attachments

ZBrush Document.jpg

ZBrush Document LW.jpg

ZBrush Document hy.jpg

You could do a group split. Then you can color and apply materials to each as needed. Not sure what’s happening, maybe your masks weren’t nice and clean, more geometry usually helps support your colors. If you’re trying to polypaint details, the geometry is necessary.

Thank you for your reply.
Group Split? What do you mean?
If I’m not mistaken I already have groups…
The green one is a polygroup., the pink one is polygroup 2 and the yellow oane is polygroup 3. How to split more than that?
I tried to paint groups at low res and hi res , 4 Sdiv level “869,120 active points”. the result is the same
I tried to paint a polygroup with masking other groups With a clean mask by hiding and using rectangle Masking mode
I tried to paint a polygroup with other polygroup hided.
Is like a gradient but gradient it isn’t active
Since they are separate groups should be painted uniformly on the edge.
When I Paint one of the polygroup 2 or 3. The polygroup painted is clear but the other one is not. And when I paint the other one the first one become messy. the color overlaps.
!"and normally at this procedure sdiv should not matter "
I tried to regroup, this time without a mask as they are already separated.
! when I use mask by group , the mask ovelaps.
The same rezult…

I mean to make them individual bits… The groups can be split so instead of 1 object you have 3.

Hi Doug!
I figured out what you mean by Group split :slight_smile:
I made a group split and now is good, is clear.
“The problem is that I lost Sdiv level and now need to rebuild”
It should be that one the first time, without group split.
It is an error or something.
In your opinion what is better?
To duplicate the subtools I want to split, after merge again, subdivide the soobtol 4 time and then make a “project all” for each level, or split at hi level and then use reconstruct Sdiv?

Splited group.JPG
Thanks ! I owe you one.

Attachments

ZBrush Split group.jpg

What are you going to do with it? Will it be exported to use in other software?

I am trying to reproduce a bike" triumph speed triple 1050" without blueprint. only thousand of reference picture
The main frame is a totaly pain
Yes.
Eventually will have to reduce the number of polygons
I did some tests with Zremesher
I use Zbrush of about one week
I am exhausted from what I’ve read.
I put great emphasis on topology and I do it by hand, vortex to vortex
Will be an 3ds max file.
Then, the max file will be imported in unity 3d and will be interactiv.

http://www.zbrushcentral.com/showthread.php?38895-Zsphere-Push-Bike

Thanks for the link
Somehow my start was with Zsphere.
Then using Dynamesh Somehow I started to lose ditail on the back of the frame when I was working on the front part.
Now I need to reconstruct.
These days I only hit weird issues.
In some tutorial i saw using remesher at 512 res and have many polygons
I used remesher at 1024 res and the result was weak. “fewer polygons”

My brush draw size is set to 2 and is still big. at 1 witch is stil big when I sculp is afecting the entire subtool.
I do not think that I can sculpt details with a big brush.
Now when I sdiv the subtool previously discussed I have weird result, the subgroups are spaced from each other ! It is a real pain…
some preview
ZBrush Sdiv issue.jpgZBrush mainframe.jpg

Use subtools and or groups with Dynamesh as well as masking, all that detail isn’t going to show in Unity is it? Maybe you’d have better results modeling it in Max and importing for the cool stuff.

I will try from now on to use subgroups.
I think the unity can handle many polygons
But where is many ditails I intend to use normal map
Like with tis tire witch I made
Rear Tire 180-55ZR17 Dimension.jpgRear Tire 180-55ZR17_Slice_01.jpgRear Tire Preview_06.jpgRear Tire Preview_07.jpg

! If I merge the subtool without Weld option on, when I sdiv the subgroups are spaced from each other
! If I merge the subtool with Weld option on, the groupoly is subdivided ok but now I have the same rezul at the first time.
The 2 material overlaps chaotic.
Thanks Anyway!

Crease the edge’s of the polygroups first (Tool > Geometry > Crease > Crease PG)

Thank you zber2. I tried your suggestion but same rezult. the 2 material overlaps chaotic.
If I use Group split the 2 materials aply fine and when I merge them with Weld on the overlaping effect come back even if you use Crease

It will work if you leave Weld off.

In some tutorial i saw using remesher at 512 res and have many polygons
I used remesher at 1024 res and the result was weak. “fewer polygons”

The resulting polycount from any given dynamesh resolution depends on the scale of your model. If your model is tiny, even the largest resolutions will only give you a handful of vertices. If your model is massive on the other hand, then a resolution of 16 could give you a million or more.

My brush draw size is set to 2 and is still big. at 1 witch is stil big when I sculp is afecting the entire subtool.

This is probably another sign that your mesh is too tiny, although turning off the dynamic brush size will let the size number correlate to your screen and not the model.

As for this particular model /issue, I believe there are a few things to consider if you want the caps of the cylinders to be a different material than the side of the cylinder.


  • I find that if something is a separate object/material in real life, then its usually easier and more accurate to keep it separate on the model.
  • If it’s not supposed to be physically different materials and you only want to emphasis the shape, RGB polypaint is the way to go.
  • Materials can’t blend over a polygon like vertex colors/ RGB polypaint can. This is why its easier to split materials up, giving each their own unique vertices (which means you don’t want to weld them back to a single vertex once you do split them).
  • You’ll want to crease the edges to hold the shape while the meshes are split, not welded
  • An alternative, if you do want a single water-tight mesh, would be to add some very tiny edgeloops around the polygroups. This gives the material more room to make mistakes with the blending, as it will be smaller and harder to see.
  • Be sure to isolate and fill your polygroups with the materials instead of painting or using masks. You’re more likely to get a crisper result as the others have a tendency to blend around the edges.
  • This change of matcap over the surface in zbrush isn’t even going to be reflected in Unity or 3dsmax at all, so is it even worth all this trouble?

Lastly, I would check to see if you need mm accuracy. It can be needed for prints, but often on real time assets it can be better to emphasis certain edges and features (functional vs realistic). Otherwise the details might be too small for a normal map to hold, and you’ll likely wind up with something that looks good up close but worse the further it gets.

I think I understand what you mean… with weld of, the colors will not be overlapping anymore
And crease will keep the polygroups together when subdivided is applied.
I’ll try.
Thanks!

So!

My subtool have a real word dimension. If I aply a resolution of 16 for example, it give me 500,000 poligon for example. if I scale up the subtool and I use a rezolution of 16 it give me 1.000.000 poligon to cover the entire surface ?
OK
I thought that maybe it’s the sobtool is too small.
How to turn off the dynamic brush size?
The main frame is made ***8203;***8203;of steel. Is painted in black with low reflection and in contact zones “where the screws come” is not painted and have more reflection. so. Is tow diferent material.
I can use 2 color without any vizual efect in ZB , export the texture, make some modification in photoshop. an done
But I wanted to benefit the color of the material.
In unity I can have 2 mode. have one texture for many materials and handle de reflection and shine with alpha chanel or have diferent materials for diferent parts “objects”
In unity : I can paint in difernt color then make an alpha chanel in black and gray scale. the black zone have low reflection and white zone have more reflection.
is an entirely different process.
I am new in zbrush and I want to understand the zbrush process.
In unity I made some test With some matcap. and I had good rezult of this.
I used fill object to aply the materials
I did this normal map in photoshop https://www.facebook.com/photo.php?fbid=420745301376440&set=a.255648311219474.55546.100003229222394&type=3&theater
Thanks a lot for explanation!

Hiding in plain sight on the slider panel on the right side.

What, Where?

Thanks zber2. http://www.zbrushcentral.com/showthread.php?175117-turn-Dynamic-brush-off&p=996148&viewfull=1#post996148