ZBrushCentral

Polypainting -- How to paint white?

Hello everybody,

I have a question regarding Polypainting.
Im trying to color my model and Id love to know if its possible to paint with white color if my model is not filled with MatCap-white. I understand that the colors are looking different, depending on the MatCap/material, but why dont I get white when Rgb is active and Intensity is set to 100?

[PP.jpg]597px-Polypaint_sumo.jpg

I dont know if Im doing something wrong or if its just not possible to paint white on a MatCap (if its not the white MatCap).
If its not possible then for a good reason I guess, but right now I just dont understand it.

Any help/link/explanation appreciated. Thanks!

as you’ve already read its the materials which are causing you problems, just look at your tool with the flat setting in the render palette and you will see the true colors painted. you are painting white, but the material has its own color and is overriding/blending with it.
if you really look at the sumo, he is using the sculpy material for the whole model and those flowers are not actually white in the image due to the mat, but as stated if using flat mat or flat render the probably are.
imagine it this way, you take a green apple and coat it with red candy, do you expect it to be green or red, or something else, thats the way the mats work.

spaceboy412, thank you very much. :slight_smile:
So I have to fill my model with a white material first, or I have to paint white with Mrgb active? Anything else doesn`t work?

Moni,

Any materials that you use are just render instructions to ZBrush, they don’t affect the texture or polypainting (and so aren’t transferred to any outside app). So painting with white will always reveal the pure material effect for the material that’s applied to that part of the model.

If you plan to render your model outside of ZBrush then choose a white based material to display your model in Zbrush. That way when you paint you’ll just see the color you’re painting.

If you’re going to render your model inside ZBrush then you can use embedded materials for different effects, using a ‘skin’ one for skin, ‘plastic’ for plastic and so on, safe in the knowledge that what you see is what you’ll get (making allowances for effects that show only with a Best Render).

To see what your model looks like without materials press Render>Flat.

HTH,

Marcus, many thanks for the detailed answer. I always need an extra explanation. :cool:
I thought Polypainting works similar to painting with PaintStop. Error in reasoning I guess. :smiley:
I thought: MatCap = inked canvas and I can paint white on it no matter which color Ive chosen for the canvas. Hope you undertstand what Im trying to say.:slight_smile:

[matcap.jpg]paintstop overpaint.jpg

I hope I get it now.

Moni,

For rendering inside ZBrush:

  1. Choose the material you want as your base material. Select the color of your choice. Then fill your model with Mrgb (Color & Material) turned on. (The Fill option of SubTool Master makes this easy.)

  2. To paint white on your model you would then need to select a white material and paint with color and material by switching on Mrgb.

  3. So as to keep material effects consistent you may want to modify your base material so that it appears white. First copy the material onto a different material (so that you are not modifying the original which would change the appearance on your model). Then adjust the material modifiers to suit.

HTH,

Marcus, thank you very much. I understood 1.+2. :slight_smile: but
I try to avoid painting with Mrgb because I dont like the artifacts I get where the different materials meet. Regarding 3. -- Do you mean that I should adjust the modifiers in the material palette so that for example the beige matcap is white in the end? That only seems to be possible if I change the materials texture? Would this also change the lighting then?
[material modifiers.jpg](javascript:zb_insimg(‘153617’,‘material%20modifiers.jpg’,1,0))

I should mention that the green color gradient I get when I fill the beige material with a green color is also important to me.
Maybe I should just fill my model with the white matcap and grabb the green color gradient with the grabdoc button in the texture menu. I dont know but Im going to try that now.
I always complicate matters. :slight_smile: Thanks for all the help. :slight_smile:

Moni,

  1. Select the material you like to use as a base and put it in one of the side trays so you can work with it.
  2. See in your picture the sliders called Monochromatic A and Monochromatic B? Push both all the way to the right.
  3. Save the material with a new name to your ZStarup\Materials folder.
  4. Restart ZBrush.

Your new material should be loaded in the Startup Matcaps. Use it to paint with white (or any other color) but you must have Mrgb on. However, as this is a close variant of your base material you shouldn’t get the artifacts you mention.

HTH,

Hello Marcus,
I did everything you said… this is what it looks like. Unfortunately. :frowning:
[screenshot1.jpg]
(Mrgb active and different Rgb intensity settings)

I guess it would be wise if I`d just use a white matcap as base material. :wink:
Thank you very much for your efforts.

Here are the results based on the instructions.
Somethings that might help:

:large_orange_diamond: Subdivide your mesh
:large_orange_diamond: View at AAHalf
:large_orange_diamond: Adjust the Materials" S1> Intensity A slider to around 2.5

In My example the Doc size is 2048 x 2048 Viewed at AAHalf
(i use this as a default)

Thanks marcus!

Attachments

ZB_paintWhiteonMC.jpg