ZBrushCentral

How do you grab material with texture

I started my character with a Startup MatCap Material. Then I painted on top of this. When I extract the Color to make the Texture, I get what I painted but not the initial material. When I export the .obj, the material file contains a reference to the material, but no other information like color, etc. How do I get this info? Thanks.

neilford

There’s no direct way to do it. This is because materials are a set of instructions directly to the rendering engine. Since each app has its own unique rendering engine, materials do not transfer between programs.

See the FAQ>Texturing section here at ZBC for more info on this subject, and a technique for creating supplemental maps that will help you recreate a material in another app.

Hi Aurick,

It says to press Texture>Crop and Fill and the GrabDoc, but this option is unavailable to me. If I reverse the order do a GrabDoc, then I can do a Crop and Fill, but the color changes. What do I need to do to access this option is this order? Thanks

Hi Aurick,

Okay, I have an idea that I want to run by you. Can I create a second texture that would be under my current texture that I can use to " color " the object. as if I painted the material the way I see it, currently?

Another question just came to mind; if you cannot export the material and you are exporting the object to Maya, how do you transfer the material qualities along with the object? If I understand you correctly, all you can export is the color, in the form of a texture map, correct? Thanks.

neilford

I know this doesn’t really answer your question, but when I polypaint I usually do so using Flat, FastShader, BasicMaterial, and ToyPlastic; all with the color set to white. I switch between those four. This gives me a good approximation of what the colors I’m putting down actually look like instead of me being mislead by the additional info in some of the other MatCaps.

db