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THE MOTHER OF PHOTOREALISM!!

Hi all, this is the first time i tried to do an easy way to texture somethingh in a realistic way.
I’ve read many tutorial (Marcel, kubo, MTB… and sorry if i don’t remember all).
Here a shot of my goal:
In PhotoShop I have a command named Clone(Stamp), wich make me able to copy somethingh in another place wich less or more intensity.(My english is very basilar and poor, is difficult for me to explain…).
Which is the way in ZBRUSH?
I’m tring to achieve a workflow to export A TEXTURE MAP in Lightwave…

Here the steps:

  1. Make a plane with a texture with a No flat material. In a layer
  2. Make another layer put a head (uncheck flatten layer)and with a basic material play with tranparency and adjust the contour.
  3. Put the head on the same layer(make a blank texture around the head 2048*2048, chose a right texture cordinates, Spherical for me work) and use the 3d copy command to copy the background up the texture.
  4. Then load texture master and tell me the right way to arrive at the final shot…

Bye
Leo

Hope I can do this, I don’t know how to reference a link.
But this question was asked by me in a thread in feedback called 3d copy.
I will try to paste it here, it is from auruick
posted January 19, 2004 12:15 PM

There is a tutorial by Pixolator here. It is in the QuickLinks.
You can also do the kind of thing you’re describing with TextureMaster:

  1. Drop your model.
  2. Import the texture and apply it to a Plane3D
  3. Turn off ZADD
  4. Draw the plane
  5. Use the gyro to move and scale it into position
  6. Pick the model up again.

Looks like it worked,hope this helps.
Look also for the tutorial from Gary Komar
called WIP Zandra, which looks a lot like what you have made.
Luck
Is that you in the example?

Hello marciani! nofishing is a great picture, and , even if your creations are sometimes “hard”, I like a lot the way you model and render the female form!.. in your actual topic, why do you don’t use texture master? you can have very photo like texturtes, ans after an .obj and a bitmap to export; amitiés.M.

Thank’s ryter, This is my brother.
Bonsoir Marcel, merci, i’ve tried but i don’t know the way to do this.
I hope you can open my mind about this.
Thank’s all
Bye
Leo

well I’m going to try to explain briefly, but it’s a little “tricky”: try with a 3d sphere: drop it; you have on your screen a picture, which is the sphere dropped: go to “document, export,” and export the document; put zbrush "down (or save the zdoc), and open says photoshop (or similar): open your precedent exported document: Warning! don’t resize, don’t change anything at that document; put a layer on (if you want) and begin to pai,nt, or import a phot, cut that photo with the selection tools, and so on; at the end, you have in that document a first textured version of the sphere, of course just on the side where it has been dropped; clean the colored parts which are out the sphere form; save the photoshop document; come back in zbrush, your sphere is quietly here, go to “document import”, import the toshop document, it wrap the sphere perfectly (assuming that you don’t, once again, change anything in the size of yopur doc), go to texture master, and “pick up”; that’s done, your toshop document has been transferred on the sphere; ( you have an option: 2 sides, so you can transfer back and front if needed); IMPORTANT: active the option “fade” in texture master, to have soft edges of your “picked up” document; well, ther is color on a part of your sphere, and white on the other parts; you turn the sphere, and you are going to get again the routine; WARNING: you MUST , after the first time , export Two documents: one as your sphere is when dropped, it means (probably) with fast shader material; but you have to export the same document, with flat material applied; in photoshop, open the 2 documents; the same sphere, once in flat materail, the other in fastr shader, duplicate the fast shader onto the flat matrerial, paint and photo, DELETE (or hide) the fast shader layer, and save the document which has :one part freshli painted(or photos), one part painted the first time you did it, and that part is in flat material; copme back to zbrush, import the document, pick up, and turn, and go again as needed, each time flat and fast( shader; why: because if you re import a document with old painted parts “shaded”, these parts are going darker, and darker each time; with flat material, they stay OK; why don’t do all the routine in flat materail? because you can’t, in flat material, see the details of the form; in fact, you export the shaded version just to know wher to paint; if you are sure to know, (a simple part, for ex) you can export just the flat material version; don’t panic:it’s much more simple, once you tried tha rouitine, to do than to explain; usually on a portrait, I begin by tha sides, the back, and finish by the front; (in fact, it’s wise tro finish the next import on the most important part of the form, if you have already an idea of the future composition; hope you understand my “english speaking” explanations; if my daughter would be home, translation in italian would be possible, but, well, it’s saturday eve… friendly.M.

Merci’, Marcel
tu es tres gentil…
Je doit lire tout ensemble et en suit je vais chercher de faire celle que tu m’as ecrit.
Pardonnez moi si mon francaise n’est pas correct, mais depuis les temps de l’ecole que je n’ai pas occasione de le parler…
Je te fairai savoir.
Merci encore
Leo

And another way you can do it if not using AUVtiles… :slight_smile:

-Assign a texture for your model
-Drop it in TextureMaster
-Pick shaded (a light directly in front of your model can help)
-Turn model sideways
-Drop
-Pick shaded
-Repeat for all sides of the model.
-Export texture to image editor and use it as a guide to paint/place your photos
-Import this texture and apply to your model
-Touch up in TextureMaster

There are also othre methods that can be done solely within ZB - look for texturing tutorials by Ken Brilliant.

Hi Marciani :slight_smile:
Many way to do that.

but all are finally same.

as said BoneCradle you can easily make an unwrapped texture of your 3d head and after… adapte in photoshop (or Zbrush) this unwrapped texture with your face and profil photographie.

maybe this thread with a pic can help you.

quick unwrapped texture.

or you can also with 3dcopy prepare better this unwrapped texture.

as you begin do,

put the photo face on plane, ajuste you 3d modele head “3d copy”
then again with right profil, again with left profil.

and export your texture into photoshop

(or fill a new layer with this texture on zbrush and work on it. when you finish your work on this plane texture … use "mrgbZgraber, to grab this plane retouched texture, it will grab the screen and put the result on texture palette, then use that texture on the 3d head)

tip: in photoshop you can use the very usefull tool named “fluidité” for adapt as well the photography and unwrapped texture. (french version) in english (or italian??) I don’t know may be morph, (anyway the shortcut is Shit + ctrl + X) and put “unhide grid” =on and setup the gride as you want.

Hi Leo
There is a clone tool in Zbrush the “Cloner Brush” in Tool Palett :slight_smile:
Pilou

there is diofferent ways to do that… but all the unwrapped textures I’ve tried need to paint on a very strange, to tell the less, “picture” of the texture; I never could paint difficult textures on the sphere unwrapped, and I think it’s totally impossible on zsphere tool… so I’ve always practice the way I’ve explained, more complicated, but more “natural”…

I have nothing more to add, but I do not want this thread to slip away.
Even a dumb sob like me knows gold when he sees it.