ZBrushCentral

Different Materials on Subtools

I think txr>colr may be the way to go. It seems very easy to lose the color info and I haven’t had time to work on this to the finish, but I did get two subtools to wear different textures, at least for a minute.

I made a tutorial covering some of this stuff :slight_smile:

Tutorial: Interesting things with SubTools.
http://www.zbrushcentral.com/zbc/sh…ad.php?p=356199

Yeah, txr>col is the way to have multiple textures.

By the way, I saw this post and it gave me an idea which seems to work out: when using the image planes (I made my own with txr>col), I change the planes to a flat material and it helps with visibility.

Thanks Slosh!! :+1:

I wouldn’t consider transfering the Texture map to Vertex colors, as having multiple Texture maps. Texture maps and vertex colors are 2 different systems. Texture maps work with UV’s and the colors can expand into the polygons, while vertex colors depend on the mesh density, and the colors do not expand out into the polygons, so if your mesh is not dense enough, and you use the “txr>col” command, you can get a blurry texture.

It is still good to know it’s possible to do this, and I’ll be adding it to my tutorial, before materials.

Thanks to Slosh for the tip.

Here’s a test. Base materials using Ralf’s grey and sculpy mats. (The two models are one, after inserting smaller subtool geometry.)

Where the test shows here are the other painted over materials: new skin mat for torso, gel type for pelvis, default chrome for feet and legs.

[attach=63600]mcgee_zmattest.jpg[/attach]

Attachments

mcgee_zmattest.jpg

Now if only we cold make smooth transitions between materials.

Yep…and bake to texture.

OK, guys,
I worked over subtools, changing materials, moving and deforming subtools,
then how can I export the final tool (mesh) in obj ?
Only the active subtool gets into the file.:o

Anatom

This is what I’ve been looking for! Thank you sir!

Try my Make1Mesh plug-in for ZB3, it does what you need.
http://www.zbrushcentral.com/zbc/showthread.php?p=366035#post366035

hey there,

may sound a dumb question, but i really could not find a way to delete the applied material/color in subtools besides filling the object again with other ones.

I know that i can unpress “colorize” from texture menu in order to hide the applied color, but i want to know if theres a way to simply clear that info from the mesh

thanks :slight_smile:

Another subtool issue resolved for me!Thanks Slosh!!!:+1:

Fabricio, I’m not sure if there is a way to remove the materials without re-filling the subtool with a new material, but you can temporarily hide their effect while modeling by choosing Fast Render from the render menu. This will show your colors, but not the material properties.

Fabricio, see the answer to your question below, but you have to read the following first… :smiley:

This is really meant to help out brand-new users.

Immediately after starting ZBrush or initializing it, when you first draw a default ztool, such as a sphere or a new skin from a zsphere model, it defaults to ‘appearing’ as redwax, but the actual material is ‘Slot0’. You must think of the material as ‘Slot0’, because a), any custom or ZBrush material (once saved to the harddrive) can be loaded into ‘Slot0’, and b), ‘Slot0’ is a special slot that behaves differently than any other material slot.

What is unique about Slot0 (the first material slot, which defaults to containing the ZBrush FlatColor material)??? If a ztool or ‘pixol’ is set to Slot0, then it will be rendered with whichever material slot that is the currently selected material.

The only reason that redwax appears to be the default material for a ztool is that it is the material slot that is ‘selected’ by default after opening or initializing ZBrush. If you first select Green Clay, and then draw out one of the ZBrush primitives, then it will be shown with Green Clay. Regardless of which material is selected, however, if you immediately go to edit mode, you will be able to test to see what the ‘real’ material is. To do this, left-click-but-do-not-release on the material selector, and then drag out until the cursor is over the tool. When you release the button, ZBrush checks to see what the ‘material slot’ is in the pixol (or ztool) under the cursor, and changes to that slot in the material selector. In the case of a new, unchanged, unpainted ZTool, that is in Edit Mode, this will be Material Slot0. What will happen is that ZBrush will then change from the currently selected material, usually Red Wax, to Slot0, usually the Flat Color (unless something else has been loaded into that slot).

Be aware that if you are drawing out ZTools on the screen without going into Edit mode, then you will have a bunch of ‘dead’ pixols that have been permently set to the Currently-Selected material slot, meaning they are set to be actual Red Wax or whatever slot/material you are currently using, NOT Slot0. They can be set to a different material by a number of 2.5D painting methods. If you draw out a ZTool and go into edit mode, then you are dealing with Slot0, but displaying the material from whatever slot you have selected.

The primary advantage of the unique Slot0 behaviour is that you can easily change from one material to another by selecting another slot. Then when you want, you can paint or FILL the model with a desired material/slot. Remember, you can always make a global change to a material on a ZTool or pixol by loading a custom material from the harddrive into the slot being used on a ZTool or pixol.

And here is your answer if you don’t see it already. To get a ZTool back to its ‘original’ Material State, just go into edit mode, select Slot0, white color, and press Fill Object button in the Color menu. Slot0 with pure white color is the default state. There is no uncolorized, non-material state. Otherwise the object could not render at all.

This does lead to what seems like ‘wierd’ behavior to new users. If you start polypainting on a ZTool, you will be permently setting polys (probably vertexes in reality) to a certain color if using RGB draw mode, or to a certain material if using 'M" (material only) mode, or both color and material if using MRGB mode (the normal default). You may not realize that you are changing the material, since Slot0 displays as whatever slot is currently selected. It appears you are painting with some material, such as a skin-type, onto a ZTool that is filled with this skin-type material, but then when you change your material selection, you will see that you now have a mix of materials on your ZTool. This is easily fixed by filling the object back to Slot0 or with the current material, depending on what your goal is.

Jaycephus, thank you very much for the explanation. its all clear to me now :slight_smile:

cheers
Fabricio

Thanks slosh.

thanks so much! just want i missed from my teacher. gracias :smiley:

Don’t know if this is the right thread to ask this question but i try (sorry)

I’m trying to fill different polygroups of the same tool with different colors. It often happens that on the group boundary some polygons have a blended color, and i suppose that is because the color is applied to a boundary vertex and this color blends on both polygroups that are sharing the vertex.

The only way i found to avoid this unwanted behavior is to apply a plain panel loop to ensure that the blend is minimal (internal to the boundary loop). But there is still a minimal blend. Am i missing something obvious? Should i separate each polygroup into subtools and keep them separated to avoid blending? This looks difficult to handle.

Thank you! Umberto

Hey:) I just can’t apply different material for each subtool, the only issue i have is, when i click on a new material it is applied to whole object (all subtools) even when i choose the one subtool. why is that?