ZBrushCentral

Image Plane 3 - plugin upgrade

Use the ZProject Brush. Remember if your model has subtools to switch them all off except the one you are painting if you are sampling from a background picture. And your model must have a high polycount to support the painting detail.

Here’s the tutorial:

http://www.zbrush.info/docs/index.php/Tutorial:ZProject_Texturing

sorry, iv looked all over for the answer but i cant find it, its been touched a few times but with no answer from what i can see in this thread, my question is when i pick my model up from projection master the texture appears to be darker, my model is se to use fast shader so it cant be that, also ive tried it with others and the same hing occurs, how do i solve this? also, and more importantly a the moment, im using Ryan kingslian’s tutorial and when you move the texture around ot position it, it turns into a wire frame mesh, he says it because theirs not enough geometry, iv subdivided the plane thats being used for the texture multiple times and it still does it. should i up the geometry of my face? is their a basic amount i should stick too in my face, at the mo the geometry is around 256000. sorry if they have been asked before but iv been searching all day and cant find anything.

MATT_KB,

On the texture appearing darker: to check that this isn’t a render effect, switch on the ‘Flat Render’ in the Render palette. This will render your model without shading and material effects and you’ll be able to see exactly what the colors are. When picking up from Projection Master, make sure ‘Shaded’ is off.

On the wireframe display: check that you haven’t got ‘Dots Display’ switched on in the Transform palette. You shouldn’t need that much geometry in the plane. How much you have in your model will depend on what you’re doing: polypainting will require about a million polys minimum; texture painting it doesn’t matter.

HTH,

i kept shaded on, and think i put dots on earlier, thinks its them, thanks alotfor you help, as well as the speedy reply.


just checked shadings now fixed but dots isnt on, have you got any other ideas on what it could be creating the mesh look?

hi there! i’m “new” here as a, registered member, (just to download this masterpiece of plugin :+1: ) but i’m here for much longer reading tuts and other stuff.

i’ve sperimented a lot with this plugin now and i’ve got the same problem as MATT_KB. it wasn’t because dots was on but instead because the system, or better the hardware, was too weak to handle the whole stuff on the canvas. after toying a bit i found out that the larger the canvas size is, the more ram and/or cpu heavy it gets. at the beginning i didn’t realize this because i followed step by step the vid tutorial. i crop and filled with the photo reference and the canvas got extremely large (2*x15 or something). but if the system can’t handle the moving points at a decent frame rate it goes automatically on dots mode, even if it’s turned off

to solve it i did this:

  • crop and fill
  • position your mesh to fit the photo the best way
  • hit ctrl+n (only mesh visible on canvas)
  • exit edit mode
  • resize the canvas to something smaller, but trying to maintain proportions of the photo. i for example resized to 1600x1000
  • draw again your mesh to fit with that on the canvas
  • projection master
  • use image plane without scaling the loaded photo (it fits automatic on the resized canvas)

and there you go! you can now move points without entering the wire mode because with a a smaller canvas it’s lesser system demanding

please feedback if it helped in some way

thanks alot, it was that, i was using 8mp photos and the size of them was resizing the document to huge proportions. cheers for the advice

marco_c,

Many thanks for your suggestions and welcome to ZBC. :slight_smile: I’m glad you find the plugin useful.

Only thing to add is that it might be simpler to scale the images down in an image editor. This would give you a bit more control. The point of scaling the document to the same size as the image is to keep the pixel ratio between the image and the texture as close to 1:1 as possible so that there’s the best transfer. Obviously if the texture you are working with is only 1024 x 1024 there’s no point in using a reference image of 4096 x 4096. In fact, the reference image will only be used for a portion of the texture so can be smaller.

MATT_KB,

I’m glad you got that sorted.

sorry to ask another question its just im a bit confused what to do next. iv been following a tutorial by rhyan kingsly (think thats how you spell it), basically iv done three projections, front, three quarter, and side using the script, but thats where the tutorial ends, he does say that the images should be taken into photoshop and pieced together, but thats the problem, i have no idea how i even begin to piece them together, is their any chance someone could just give me a quick low down on how this is achieved. thanks for both your help

MATT_KB,
The technique really relies on UV mapping that is ‘human readable’, so that you can make sense of which bit goes where. The texture maps that you produced using the technique will have the ‘front’, ‘side’ and ‘three-quarters’ in the right positions but with a lot of extra white space; you need to merge them into a single texture map that when displayed on the model will look good.

The simplest way to work is to load the texture maps into Photoshop as different layers of a single image. Adjust layer transparency so that you can see through, then blend the layers together by carefully erasing the extra bits for each layer. You may need to use the clone tool to tidy some areas.

You might find it useful to work with the UVs as background. You can create this in ZBrush: with your model in Edit mode, create a new texture of the same size as your maps then press Tool: Texture: UV>Txr. This will create a texture with your UVs that you can export.

Finally, delete the UV background and merge the texture Layers together to form a single map.

HTH,

Thanks for the help, it worked.

Only problem now seems to be that as I clone the image onto my mesh, everything looks great until I “pick it up” at which time the resolution drops and the image looks like mud on the mesh. My mesh was over 4 million polys at the time.

BillStarz I had the same problem when using the image plane script, but it was just because i forgot to set a high enough texture. i dont know if its needed for the zproject tool but you could assign a new texture around 4096 by 4096 and see if it does it still.could just be you need more polys tho

not to long ago i saw a tutorial on how to merge the high detail model with the lowest division to reduce poly count before taking your model to max but i cant find it anywhere. does anyone know what im talking about?? once again marcus i would just like to say thanks for this excellent script as well as the help you gave me, hope you see my final model and i put your hard work to good use. cheers

MATT_KB,

I think you must be thinking of displacement or normal mapping. These are improved versions of bump mapping whereby a texture map applied to the low-poly model provides the detail of the high-poly model. Displacement mapping is good for providing the courser detail - its effect is pretty much indistinguishable from the original as the outline is adjusted. Normal mapping doesn’t change the outline so is good for finer detail.

These are too complex techniques to discuss fully here, so you may want to do some reading!

http://www.zbrush.info/docs/index.php/Bump%2C_Displacement%2C_and_Normal_Maps

hello marcus

first of all im really eager to hear about you and your new upgrade that i was waiting for weeks…

the second, i am on a serious project and i got a seriouse problem as well and i hope you can solve it…

i am trying to use your fantastic plguin as befor for a mesh ( a mountain ) with multiple uv regions in maya to get the maximum resulotion possible by applying a material to each UV region …

importing the mesh into the Zbrush , polygon UV Grouping it , then using your plugin (image plane for 3.1 ) , i get a texture for the involved parts stack on top of each other in texture palett and if i do the projection seperatly by enable and disabling groups it’ll end up to uncoverd seams which is no good…

on the other word i need each group has it’s own uv region textured meahwhile the seam coverd properly within two…

please help

thank you in advance

:slight_smile: Thank you very much!

anytime I use the image plane I get an error saying " interface item could not be found. alpha:brush00
in…
[ipress, alpha, brush00].
what i’m doing wrong? thanks

Hi -
walawalabook-

Déjà Vu here or what ??? Did you do a search??

Read posts #74 onwards in this thread :wink:

EDIT: SEARCH IDEA (to help :slight_smile: ) type into ‘Search’ (top right) = alpha:brush00 - or similar!!!)

C.

I was getting the alpha brush error even after installing the update-- I finally found and removed the older version of the plugin and it works great now.

Aaah! Sorry :wink:

I had assumed you were on the latest v. - (assumptions are terrible, aren’t they??)

Great plugin, and best of luck with it :slight_smile: )

Chris

Thanks guys! it works now