ZBrushCentral

Painting with a texture?

Hey all,
Im trying to paint on my model using images with drag rectangle. My model already had UVs before importing into zbrush (which loaded fine).
Every time I go to my texture and import my image, it fills the entire model (Im assuming its because its applying it to the entire uv map). Is there a way to do paint with these textures without having it applied to the entire uv map? Or am I just skipping something?

Thanks in advance!

http://www.pixologic.com/docs/index.php/Tutorial:ZProject_and_Adjusting_Photo_Reference

Thanks, thats a pretty cool technique. But unless I missed something, that method destroys your UVs by hitting disable UVs, or atleast I couldnt find a way to reenable it. I need the UVs intact, but the only other way I can think of doing it would be using ZApplink and doing it in photoshop. I was hoping to do this in ZB because I wanted seamless seams.
Thanks for the link tho!

You do destroy your UV’s but you can always import them back into the mesh again once you’re done painting.

Hey AA,

A while back I cooked up a little POLYPAINTING plugin that manages the process including restoring UVs. Painting with a texture is made dirt simple. Have a look >>> HERE <<<. The intro gives details on theory, installation, where to find the 5 new buttons and how to use them.

Note though, I’ve only used this with ZB 3.1 so I’m not sure if it works with 3.2 (maybe someone who has tried it on the Mac will post thumbs up or down…)

Sven

Svengali - Woa, thanks for the plugin help, it works great.

goast666 - How do you import the uvs back in? I think Ive heard of this but never knew how to do it.

export out lowest subD level
import into a package to unwrap (don’t change the point order)
unwrap…and only unwrap
export

open up the tool in zbrush
go to the tool (or subtool) you exported
go to the lowest subD level
tool>import (select UV’d mesh)
tada!

Since you already have a version unwrapped you can skip the first part.