The easiest way is this:
After texturing, press Texture>Crop and Fill to unwrap the texture onto the canvas.
Select the Simple Brush and set your Draw settings to M turned on and Zadd turned off. That way, you’ll just be painting material.
Select the material that you wish to paint onto the fabric (in this case) and paint over the those portions of your texture map.
Adjust the Material Modifiers to get exactly the effect that you want to see. What you see on the canvas will quite literally be what you get on the texture.
When happy, press Texture>GrabDoc. Presto! You will now have the fabric material baked into just the parts of the model that need that appearance.
Thanks Aurick, you are the man with the mostest… It is great having people like you to answer questions so quickly…
When I grab the texture, all I get is a blank…
Still having the same problem for some reason…
Do you have to load the material with it.
try taking your textureless model and masking off the parts you want that material on…then go to masking and invert…now go to texture and turn colorize on
turn zadd off and make sure M is on…paint the material on the visible parts…remember in colorize mode you can rotate and paint in 3d…so go nuts till ya got the parts ya want that mat on done…now hit the col>tex button
save the texture in case the next part does’nt work and you need to post work stuff…
turn off the masking on your model so you can be sure the mat is in the right places …save as the model…you should be asked if you want the mat info stored with say yeah.
anyway some ideas to work with.
Is there a way to keep the textures that I have without going over and redoing it. I tried Auricks way with just a simple ball but it did not seem to work. There must be a way of doing this.
My fault. I left a step out, which was to turn on Mrgb again before you grab the document.
I’ll try again:
- Select the Flat Color material, and the texture that you’ve painted.
- Press Texture>Crop and Fill. Thanks to the Flat Color material, the colors on the canvas will be the exact texture colors.
- Select the Simple Brush. Turn on Draw>M and turn off Draw>Zadd
- Select the material that you want to be baked into the texture.
- Paint the material over the areas where you want it. You should see those areas change to reflect the shading from the new material.
- Use the Material Modifiers to get the exact shading pattern that you want.
- Turn on Mrgb
- Press Texture>GrabDoc
If you’ve done things right, a new texture will appear in the Texture palette, with the material shading baked into it.
Nope , does not seem to work. Fustrating it picks up the texture , but when you go to reload the tool no material still does the same thing. I don’t know if it is the material or what but does not seem to work for some reason. It darkens or lightens the texture but no material with it.
Here is the skin Material I have been using…
I forgot here is the pants and shirt as well.
Your uploads are of text files. Perhaps if you zipped them?
Material…
The problem is that your pants/shirt material doesn’t have any properties in it that are not dependent upon the rendering engine.
Things like diffuse/ambient/reflectivity/transparency, etc. are all rendering effects. They cannot be baked. Things like noise/cavity/color bump, etc. can be baked.
Save the attached file to your ZScripts folder and run it. When asked to load materials, first load the pants/shirt material, and then load the skin material. It will show you what I meant by modifying the material properties so that you get something that can be baked into the texture.
Attachments
MaterialBaking.TXT (11.5 KB)
If you intend to use this figure in ZBrush, then what I’d recommend doing is to hide the body so that just the head is visible. Use Projection Master with Material and Double Sided active (everything else turned off) and then paint over the head with the Skin material. Pick up the object and reverse visibility. Repeat the PM process, but paint the pants/shirt material instead. You’ll now have the materials embedded within the texture, and ZBrush will be able to display both materials on the same model. This can’t be directly exported, but it’s great for ZBrush renders! When you save the model, say yes when asked if you also want to save the texture with the materials as part of the ZTL.
When you later load the model in another session, you’ll need to also load the materials again, putting them in the same slots that they occupied when you were working on the project previously.
The thing is when I do that, load the material it automatically loads without me painting on it so what do I do then? This is where it goes and covers everything so nothing has changed…
Did you play the ZScript that I created for you? If you follow along with Show Actions active, you should see exactly what to do.
I did not get any Zscript… What Zscript??
I did not recieve any attachement by email…
