ZBrushCentral

Material Baker v2

Any one having issues getting this to work on 3.5R3. I know I’m having no luck. Or is there now a new way to get all the sculpted information on to my texture map in 3.5R3 that I have yet to hear of. I just snagged my copy yesterday so I haven’t had a ton of time to research so I though I would start here.

thanks every one
Kyoske

Yup, I am also having the very same issue of having this great script to work on 3.5R3

I’ve had the same issue as well. with r3.53
does anyone have an answer to this?
maybe silence IS the answer? :confused:

The plugin you are trying to use on Zbrush 3.5 R3 which is the material baker I would presume is NOT compatible with Zbrush 3.5 R3. This plugin was designed for Zbrush 3.1 so it won’t work for Zbrush 3.5 R3.

i wish pixologic develop this plugin. this is useful for quick texturing…

When ZBrush displays a matcap I guess it is just running some kind of HLSL-like shader on the mesh in addition to its polypaint or texture, right?
Is it possible to bake the matcap vertex color information into the polypaint channel of the mesh?

Say as an example, I have activated the NormalMap matcap on a total white mesh and want to store its color information…
I know, as soon as I rotate the model the vertex coloring would change… but I could imagine a situation where this still would be useful:
Imagine having a highly detailed mesh with horrible topology. And you do not want to mess with the import and reprojection function to bring in the low-poly basemesh (because that would kill the high details in many cases and requires a lot of projection parameter tweaking and fiddling with subtool copies of the original mesh)… so how would you be able to get the normal map then?

Just apply the NormalMap matcap to the hi-def model, rotate the model so that it faces the correct axis and bake the matcap into the polypaint channel.
Once this has been done you could export the model into another app like XNormal and bake the vertex color into the UV layout of the low-def model.
No messing around with projection problems. No subtool copies and morph brush orgies.
I do not know if this would be a feasible approach nor if there are any major flaws in this idea… but I’d like to try it.
So any hints or clues on how to bake a matcap into the polypaint chanel?

Sorry for bumping an old thread but I thought it would be easier to explain what I’m looking for this way. And this is just what I want for 4R4… does anyone know if a script exists like this, or does 4R4 have something like this built into it somewhere and I’m missing it?

  • Glenn

Yup :smiley:

This great plugin http://www.zbrushcentral.com/showthread.php?170886-MatCap-Baker!-unofficial-Information-Installation

Thanks, I had a quick look and this might be what I’m after. Perhaps I should have explained a bit more in my original post. Rather than saving MatCap info to a texture file what I really want to do is save lighting info (specular and shadows, etc) to a texture file (eventually to 3D print). Hopefully, this plugin will do the trick. Anyone know?

Glenn