ZBrushCentral

editing object

Hi there, I’m doing the rhino tutorial in the TM.pdf to add details on my mesh, in that case, the rhino which I loaded from the texturing master folder (I’ve got the demo)
I’ve read carefully the FAQ about marking the model before it gets snapshot, link:web page
but can’t make it work, every single time I make the rhino, go to marker palette click on tool, position or whatever than hit M to place the marker, I don’t manage to move it or scale it again, what am I doing wrong here, it seems so nice to add details that way…I’m a bit frustrated here :))what is the correct workflow ???
This is what I’m doing:

Load the rhino brush (blRhino)>draw the rhino>go to marker palette (draw,show, normal, position,tool ticked in green)> hit “M” to mark the position> use single brush tool with spray tool in stroke palette>draw a few dots>go to the middle of the rhino to click on the marker I placed but can’t enter edit or move,scale mode ??? why is that ???
Thx in advance

Hi Sleep
Welcome aboard!
With the the demo, you can’t add detail on the same model3D ! (it’s a demo :slight_smile:
But you can add another 3Dobjects marked it and move it together but at the end you can’t make an only object!
Just modify the mesh :slight_smile: (is not so bad :slight_smile:
Snapshot = freeze the model3D : so you can “draw” on it as you want but it’s just 2D !
Hope this help!
Maybe more easy in french ?
Pilou

He Sleep
I have more read your post :slight_smile:
Just use TextMaster like this
Draw your Rhino


Move it on the 3D position wished
“Drop” it
Draw what you want
“Pick” it
and so one goto ***
The edit mode will change the aspect of the structure not the topology!
Pilou

Hey There Pilou, loads of frenchies around I see, so I assume what was posted in the previous link should definately work on a non-demo then ??? I mean tweaking and drawing on an imported .obj ???
I intend to work both with Zbrush and Mankua to do some normal mapping, but I want to make sure I can do it before any money 's ingaged in the pipeline…
So you’re telling me it is possible to import, place a marker, draw and tweak then rotate it again ?
Or do you have to do it with normal UVs painting ??
I’ve seen David Carwell’s troll attempt to add details in Zbrush but was it made on flatten UVs or was it tweaked from the imported object, step by step, using markers all the way to get back to the model each time ???
What do you mean by dropping or picking the model ???
THX

Hi Sleep
It’s the normal way of the Texture master :slight_smile:
On tourne l’objet
On le “fige” = Drop
On peint (meme avec des outils 3D)
On “bump” = Pick en 3d la peinture(avec ombre si l’on veut :slight_smile:
Et on recommence On tourne… :slight_smile:
C’est de la “texturation” 3D!!!
Tout est dans le tut Inside the Texture Master :slight_smile:

Sinon avec la version entière tout est possible !!!
Import , Export, fusion de plusieurs objects etc…
Pilou
Ps
Draw and tweak Yes !
Pour une “vraie” opération booléenne Non !
Il faut ré-exporter !

Merci beaucoup Pilou, I was really mixing things up there, I’m going through this tutorial as we speak, I’ll let you know about my result, but I should be on the right track now :slight_smile: :slight_smile:
It seems to speed things up a whole lot with Zbrush, if I can really do what I’ve got in the back of my mind I’ll be a very happy man.
Now let’s go practising…
THX again.

The key thing to remember is that the marker stores information about how the model is drawn when the marker is placed: color, texture, scale, orientation, what tool was used, etc. It does NOT store geometry.

While you are in Edit Mode, you can sculpt detail on the model using the sculpting tool. However, switching in the Tool palette to anything other than the model that you are working will immediately convert the model to pixols. At that point, it is no longer editable as polygons.

What the marker does is allow you to easily redraw the model as it was at the time that the marker was placed. It will not incorporate anything that you have done to the model with the 2.5D tools into the geometry.

TextureMaster does indeed give you more options. Using it, you can drop the model to the canvas at a particular angle, paint whatever detail you want onto it using any of ZBrush’s tools, and then pick the model up from the canvas again. Whatever you have painted will be transferred onto the texture of the model beneath. TextureMaster handles the process of unwrapping you work so that you don’t need to worry about compensating for seams or distortions. When using TextureMaster, you do not even need to think about markers.

Regarding Dave Cardwell’s troll, it is important to bear in mind that he is using the beta version of ZBrush. It incorporates displacement mapping and high mesh resolution features that are not available in ZBrush 1.55b. In short, he is giving a preview of some of the things that will be possible when the new version is released and it is unlikely that you will be able to duplicate those particular results in the current version.

Just to let you know, the new version will be a free upgrade to all registered users of the current version. This means that you could purchase the current version to begin taking advantage of ZSphere sculpting and TextureMaster, then receive the hi-res and displacement features when the new version is released. In fact, there is a big advantage to this in that there would then be less for you to learn when the new version comes out, and you could dive into the new features much more quickly than if you wait and try to learn everything at once.