ZBrushCentral

Questions & Troubleshooting for Image Plane 4

A Furious Foetus,

You can move the background image up/down or side to side by using the Shift H and Shift V sliders.

mbishoff,

I will try to put some extra info on using the plugin up this week. But ‘building an airplane’ is quite a complex task. It would certainly be possible in ZBrush but I recommend you get to grips with the program on simpler projects first. For inspiration though you might look at this:
http://www.zbrushcentral.com/showthread.php?t=095181

bignewf,

You would only need to subdivide the plane if you wanted to convert the texture image to polypaint. There’s no need to do so if you leave the image on as a texture. (Some tutorials may talk of converting the image to polypaint because that was necessary for earlier versions of ZBrush that only allowed one texture at a time.)

HTH,

Yes that is a very interesting piece… I’m trying to decide which is the best approach to take Shadowbox, Imageplane, or Spotlight… I originally thought Imageplane was the best approach, but have been using Shadowbox to try out some ideas… Looking forward to more info! Thank you for your kindness…

Regards

Is there a way to turn off image plane that you created? And how do you get rid of it all together?

Thanks

You can clear the canvas any time by pressing Ctrl+N. You can restore the image to the background by switching between stored views, or reload by selecting the image in the Texture palette and pressing Load Image. There’s no need to get rid of it altogether.

Hi everyone

Thank you for image plane, it’s awesome.

In my never ending quest to maximize quality in zbrush texturing, I have ran into a small problem.
First off, I prefer projection master texturing because texture quality can get bottlenecked via model resolution, when using a poly-painting technique. (Zproject painting, etc)
so my workflow is as follows, roughly:

1: Texture>>Image Plane>>Load Texture into background
2: Position model according to texture
3: Projection Master>>Drop Now
4: Texture>>Image Plane>>Load Texture onto image plane
5: move and nudge the image plane so that the texture fits nicely onto model
6: Projection Master>>Pickup Now

i left out little steps like making sure that the model has a bright white material on it, and also the projection master parameters and such.

This way, as long as my UV coordinates are good and my Texture Map is a good size, don’t lose any resolution from the image I am using to map on.

My question is…is there any way to selectively do this? Can I “paint” on portions of the Image Plane image, or do I have to project on the whole thing? One way I have found is to hide portions of the model I do not want textured prior to Dropping it on the canvas…is this the only way? is there some way to softly mask portions before doing this whole procedure?

Did any of this make sense? Sorry for the long post, BTW.

-matt

I have one big image on front plane then i load my head as tool but the cursor dont’follow the simmetry of shape whi? I’m in orto (shift snap)

Attachments

NO SIMMETRY.jpg

farodesign,

That’s nothing to do with using Image Plane. When modeling with symmetry sometimes the symmetry can go off. This typically happens if you turn symmetry off and on while sculpting but sometimes it can just happen. Mostly you can correct it by using Tool>Deformation>Smart Resym.

I just installed the Image Plane 4 plugin and I have my reference images ready. As I loaded the image up onto the screen I see a small spherical object looking like the rotation tool like those of 3Ds Max and Cinema4D. Why does it pop up like that? What must I do to create a model to be placed in front of the imageplane? I’m very frustrated at this because every time I try to draw a Sphere it asked me to ‘Make Polymesh 3D’ and my imageplane goes completely white? Could somebody help me on this?

Flashbak910,

The simplest way to get started with Image Plane and reference images is to load the DefaultSphere.ZPR project file from Lightbox. You’ll then be able to load images behind the sphere, and store the different views. After setting up the images, if you don’t want to use the sphere you can swap in some other mesh by selecting it in the Tool palette.

HTH,

Hi,

I can’t seem to save views. I load front, back and side views and hit the store button. That works fine during that session. I save the project and the .zrf file. When launch ZBrush the next time and open the project and .zrf the views are not there. Is it possible to save them? Is this an issue with ZBrush4?

Thanks!!!

hyper,

I have not heard of anyone having trouble saving the views. If you want to send me the .zrf file I’ll take a look. (I don’t need the ZBrush project file). I’ll PM you my address.

ProjectionMaster - ImagePlane RGB not transfering to mesh.

What are some things to look for when this happens?

Plypaint = On
Model Opacity = 100%
RGB=100%
Masking = 0

When Droped to canvas, ImagePlane is in front of mesh

There’s an issue with Layers in record mode - they will not record polypaint within PM.

Hello,

I’ve got the following two issues:

  1. Many cases image plane loads the image upside down

  2. Many cases image plane loads the texture, but doesn’t conform it to the document. I need to scale down, and scale back to 100 to make it work. And sometimes it doesn’t help at all.

Thanks

Szabolcs

Could anybody answer? This is a blocker bug to me…

Jester,

Which version of ZBrush are you using (Mac or Win)? I have not been able to reproduce these issues.

Zbrush 4 Windows, Image plane 4.06

It might be that I use Softimage in 1 unit = 1 meter, so my models are probably too small to Image Plane?

Thanks. I can’t think that the model scale should affect the image plane but you could test by using Tool>Deformation>Unify on a model first (this will set the scale to one ZBrush unit, so back up your model).

Are you using a particular document size when the image won’t load properly - for example, portrait proportions?

For some reason my second post didn’t arrived here, so I write down that the third issue is that if I zoom (scale the model up in edit mode) and start to rotate the model, the image plane clips into the model. The bigger the scaling the sooner the clipping occurs.

I tested unify, it seems to be better with unified geos, but unfortunately the faast exchange between Softimage and ZBrush, and the fact that our game engine uses the 1 unit 1 m conversion also, I do not want to include scaling…

The document I use is landscape, 1908x1208. It is very interesting that the clipping is depending on the model scale (zoom).

Hi Marcus!

I am new to Zbrush - I’ve read through all the information I could find-but my model is still opaque.

I am using Mac Zbrush 4. I have the image plane and image loaded-and have switched on Transp on right- the model is still opaque. What am I missing? Here is a screen shot!

Attachments

ZBrush4ObjectOpacity.jpg