ZBrushCentral

Please help!!

Man is this frustrating!

I’m currently texturing a model. I have my model broken up into a lot of different Sub-Tools. I just finished texturing the first Sub-Tool, but when I go to start the other, after I’m finished with Projection Master, it turns it back to the default White Matcap and erases everything. I have Colorized turned on, too. What else do I need to do? I create a new UV map for it, too. Do I have to click one of the other buttons under texture for it to stick?

Can someone please help? I cannot figure this out…

can you post up some images, and a little more detailed workflow that you’re taking? Images always help, and workflow is key (most likely) to the problem.

Here’s my pipeline:

Several Sub-Tools > Each Need Textured

The main one has a texture already applied, but when I go to texture the next Sub-Tool, after exiting Projection Master it doesn’t store any information. It wipes the slate clean. Do I need to create new UVs, texture maps, etc for each Sub-Tool? I don’t understand what I need to do in order to get the texturing information to stick to a different Sub-Tool.

Also, when I created a new UV and texture for a new Sub-Tool, the first texture I created for the first Sub-Tool vanished and I couldn’t get it back.

are you using the flat shader?

try it with any other material other than that, see if that does the trick.

Shuggs,

I think your problem might be that you did not delete your UV’s on your sub-tool. First make sure you go all the way down to the lowest level of your tool. Export out level one. This Export should have your UV still intact. This will allow you to re-import your UV’s latter once you are done with your painting. Next once you have saved all of your Sub-tools. In the Texturing palette you will see a button. Disable UV’s. Select this button. Then select Colorize. You can now paint on your model in Projection Master with no problems. You should be able to switch between all of your subtools with no problems. The texture will stay with the sub tools. When you are done you will want to go back down to level one of each of your sub-tools, Then re-import the level 1 back into each of your tools, to bring back in your UV’s With your UV’s back in, you will want to take each sub tool to its highest level, Create a texture in the texture palette, Whatever size you want. 1024 x 1024 etc. Once you create this new texture. Go back into the texture palette and select the Col>Tex button. This will take all of your polypainting and place it into your new texture. Make sure to save and export out the file before moving on to the next tool. Keep in mind you may need to flip the texture in Y so that it will match back up in whatever 3d application you are using.

Another thing to keep in mind, you texture resolution is dependent on how many polygons you model has. So, if you have a low rez mesh you are unable to capture much data. Think of your models geometry as Photoshop’s Resolution setting. The higher the resolution the more information you are able to save. The best way to understand this is to take one of your Sub-tools once it has been painted and go down to its lowest level of divisions. Notice your Texture looks like crap. That’s due to the fact that Zbrush can only save color information on each vertices. So, the lower the number of vertices the less color information that can be saved and seen.

I hope this helps you out.