ZBrushCentral

Fur

i wish to create a fur texture, would it be possible to apply a fiber shader and then convert that to a texture?

You would have to do some blending at the seams, which is easy to do in ZBrush. I’m thinking that you would start with a square document, and fill it with a fiber-shader material. Then adjust the material to get the effect you want and do a Best Render. Bake this to freeze the lighting. Then you can use the standard ZBrush techniques (basically the same as the standard 2D technique) for creating a seamless texture from a non-seamless texture. Or you could export the picture as a .psd to your favorite 2D application and turn it into a seamless texture there.

I just made a 128x128 patch and then tiled it over a larger area to show what I mean. In ZBrush, with a 2D texture, you can press the ‘~’ key and drag to allow the creation of a seamless texture. Do this and then use some of ZBs 2D tools to hide the seams.

Here is a seamless canvas texture I created in ZBrush only.

Hold down the “~” key and click and drag to shift layer, then you can erase the seam easily :slight_smile:

well what i meant is i have a model i wanna apply fiber shader to then create fur texture from what it looks like…??
make sense?? instead of painting witht he fiberbrsuh a texture… (im not to good at painting) use the fiber shader on my model and then have it bake the texture

Hey S, why wouldn’t you just use the Fiber Material directly on your model? This is a lot more versatile than the Fiber Brush
Or am I missing something here? :wink:

Or is there some reason you don’t want to do it this way?
Here’s an example of what I mean…

In a way, the fibre material adds geometry in the render, so it will be very hard to get fibres to look any good baked to a texture unless the fibres are very short, especially as the fibres are directional.

If you did want just short fibres to give say a downey look, why not import your texture, throw it on a plane3D, apply the material, render and then use the MRGBZ tool to grab a shot of the canvas/modified texture (with or without shading). You’d have to fix seams but that would be easy in PM with the clone brush.

You could overcome the flatness effect of the plane3D by applying several different varieties of the fibre material to different parts of the texture (no good with AUVtiles off course).

Sounds like you want a ‘fur texture’ for a model to be rendered outside of ZBrush, correct? Otherwise, you could just use the fur material and be done.

The problem with with rendering a ZBrush model with a fiber material, and then trying to bake that to texture, is that the fibers are 3D and the texture will look terrible, trust me. The only two ways of creating a ‘fur’ texture that would look good is by the method I proposed above, and by doing a layer clone paint job using Projection Master, which would be extremely time-consuming. (Say you have a furry sphere, and you want to paint the fur onto a 2D texture. You could mark, render and bake the sphere on one layer. Then redraw the shpere on a new layer using the marker and go into Edit mode. Then use Projection Master to paint the rendered fur from the first layer onto the currently dropped sphere by using the Clone brush. What makes this so slow is that it would only really look good if you clone through just the center part of the sphere. The fur toward the sides of the sphere is probably angled out too much to look good on a 2D texture.)

Well, if Jaycephus is right, what app are you using? I use LightWave, which has ‘Sasquatch’, and I also have used MAYA which has ‘MAYA Fur’…
I haven’t used 3D Studio for some time, so I don’t know what hair plugin it might have by now, but wouldn’t it be easier to use that, and just do the modelling, and detailing in ZBrush?
(Personally, I find I prefer the Z2 Fiber Material to Sasquatch… :wink: )