ZBrushCentral

Texturing workflow

Maybe im missing something. But r the GUV’s (and i assume AUV’s) useless as far as painting textures go? I guess what im asking is, is there a way to get uv’s that make sense to paint in photoshop and displace with in zbrush?

The guv’s are cool but are totally random and would take a year to unscramble and remove seams from if u painted them in PS. So do we still have to unwrap and layout uv’s as always and bring that in for zbrush to use in order to get somthing we can paint? I’m making the assumption I can do a far superior job of painting, and making spec/dif/bump maps in PS than zbrush.

In a word: Yes you do. (well, three words).

Marcel, the great master of merging Photoshop and Zbrush, posed another interesting approach a while back that uses Photoshop with Texture Master (now Projection Master) in a rather novel way. You can review it HERE.

Sven

p.s. One thing new in ZB2 where textures and photoshop is concerned, is the AUTOMATIC update of the Photoshop texture on your ZBrush model each time you save from the texture file in Photoshop. You still need that externally applied UV layout though.

Ken Brilliant has posted an excellent tutorial on UV Mapping which can be found here. In addition to the Tiles mapping methods, ZBrush also offers Planar, Cylindrical and Spherical mapping.