ZBrushCentral

Detailed Decals ?

Hello,

Im modeling an F-16 and the geometry is all done. The base of the F-16 at the highest subdivision level is around 7 million polys. But when I start painting the detail via polypaint the detail for the paint is way too low. Text on the aircraft isn’t clear at all, and it needs to be.

My question is, is the best solution for better painting detail is to use Geometry HD in this situation? Keep in mind the sculpting is done, its just painting that needs better detail. If I subdivide it more then it will easily go over 24 million polys and become unstable. Im hoping Geometry HD isn’t the only solution because I need to use symmetry and Geometry HD really limits where you can paint.

p.s. I do have photoshop.

Thanks!

If your model has UVs then you might be better off with a texture map - you will have to use Projection Master or ZAppLink to paint directly on the maps. Polypaint resolution is all down to vertex density - if the polygons of your model vary in size then you may not have enough density at the places you want it, even with 7 million polys.

With HD Geometry you can hide parts of your model so that you can continue to use symmetry. Divide using HD Geo first, then with symmetry on hide part of the model before pressing A.

The other possibility is to split your model into subtools. You would then be able to divide a subtool a bit more to get the density you require.

Personally I think subtools are perfect for situations like this. When you think of a mechanical object like an F16, it’s built of several different objects attached together, so you have a LOT of great places you can use to naturally split up your highpoly model. I find it makes modeling easier, helps the model be more optimized (if you need more geometry / polypaint detail in one area then you can individually subdivide it without exponentially increasing everything else), and helps makes the final result more realistic looking because it becomes constructed more like the actual object.

Thanks for the reply guys. I already had my object broken up into multiple sub-objects. About 14 to be exactly. But using the Geometry HD seems to work best for me. One a side note, I ran into a new issue you probably know how to solve:

The area near my wheels have a few polygons that are pretty close to each other, but facing away from each other. When I try to paint one side, the other side is effected as if the faces are too close together. I can’t mask one because the other is masked. Has nothing to do with symmetry also. Is it possible to sort of “Ignore backface culling” in ZBrush? Making my brush size smaller doesn’t help.

Thanks!!

Try turning on Backface Masking in the Brush>Auto Masking sub-palette.

I will give this a try tonight. Thank you!

Hmm, no luck. I turned it on correctly but it doesn’t seem to max a difference. Also tried adjusting the intensity levels both in the positive and negative values. Any other suggestions?

The only other thing I can think of is to hide the parts you don’t want to paint.