ZBrushCentral

Using Zbrush for texturing.

I’m an indie 3d modeler for a few small mmorpgs, and always found it hard to texture my models. I’m getting quite good at the modeling (in Max), but creating a texture in photoshop… I just can’t imagine a 2d texture on a 3d model. So I tried Zbrush to texture my models, because I know somebody who uses Zbrush for textures and normal maps. I now finally found out how to texture models in Zbrush, with Projection Master. Since poly painting requires a lot of polygons, and most of my models are limited to 200-4000 polygons (depending on what it is).

But after exporting the textured .obj file, it just doesn’t… look right. :smiley: I figured that it has something to do with UV mapping. I saw on some other posts that you have to unwrap the model in Max. Then import it in zbrush, texture it, and export it again. But those posts are over 3 years old… :smiley:

So how do you Zbrush models to work correctly in other programs? Because I think Zbrush has it’s own way of UV mapping. :smiley:

BTW; if it matters, I model in 3ds max. But the result is exactly the same if I import the model in other progs like blender or 3d photo browser.

If you showed examples of what you’re seeing, that would help.

And there’s no reason you can’t use PolyPaint. Divide the model to have about as many points as the texture will have pixels. Paint away. When you’re done, apply a blank texture to the model that’s the desired size. Convert the polypaint to texture. Export the texture and apply it to your low resolution model. Done.

Can’t subdivide props and houses! Which is what I make. :smiley: If I made character models, that wouldn’t be a problem. Anyway, going to try to make something, and get some screenshots of it. :slight_smile:

Hmm… Guess I forgot something earlier, everything works fine now. :smiley:

You can subdivide anything, ZBrush doesn’t discriminate. :slight_smile:

You wouldn’t actually use the subdivided house in your mmorpg, you would just use the texture you extract from the painted house.

Try texturing a subdivided house then. :wink: Walls aren’t meant to be nice and smooth, they’re supposed to have corners! :slight_smile: And most of my models are made out of mutiple objects, when I subdivide them in Zbrush, they get detached for some reason. So instead of a house with a roof, i get a round house, with a round roof, detached. :slight_smile:

To prevent the surface from being smoothed when you subdivide it, turn off Tool>Geometry>Smt before dividing.

To prevent unwelded edges from pulling apart, press Tool>Geometry>Crease before dividing. Turning off Smt would also accomplish that, though.

Also, if your model has smoothing groups assigned by Max, you could use the SmoothGroupImport plugin, found in the Download Center.

… or use projection master/zapplink to texture.

just my 2cents

Exactly. It saves a hell lot of time. :wink: And for those smooting groups, people rarely use anything of that kind. The only thing it does is create way too high poly count,

Anyway, it works now, but thanks anyway. :wink:

That’s not true, I use them all the time in my work. Not all people use ZBrush for total organic modelling. I do stuff that is machine manufactured but has organic elements, so I have to make sure the hard edges are kept when I sub-divide.

That smoothing is a great way to keep hold of those sharp edges on your model when you sub divide. You can remove the extra edges after you have divided your mesh by using the un-crease option.