ZBrushCentral

Separate material for displacement detail (screw, bolt, etc)

I’m completely new to ZBrush, so apologies upfront if this is a stupid question. (Yes, I know: there are no stupid questions, just stupid people.)

The situation: Let’s say I have a piece of geometry created in another 3d package (Maya, whatever). For simplicity’s sake, let’s say it’s a sphere. I want to bring this sphere into ZBrush so that I can add some detail stamps to it. In this example, let’s say I want to add some bolts/screws using a bolt-shaped alpha I found online.

The conundrum: When all is said and done, I want to apply different materials to the sphere and the bolts (i.e. different shaders). For example, let’s say the bolts are supposed to be made of stainless steel, so they’ll need something like a Blinn. And let’s say the cube will need something entirely different, like a subsurface scattering shader. However, the bolts are really just virtual geometry via displacement on the cube. And the geometry can’t have two separate materials (at least I don’t think so?).

The question: Is there some trick that people use in ZBrush to accomplish something like this? A piece of proxy geometry to hold the bolts? Or do I just need to create my bolt details as actual geometry if they’ll require application of a separate shader?

Thanks for any help.

I have the same problem as you and no one answered: http://www.zbrushcentral.com/showthread.php?176187-How-to-set-the-material-properties-of-individual-Subtools

I wish I could help, this mystifies me as well. I’m sure it’s the same issue, just more specifically worded. If someone answers mine, there’s the link so it can help you too. :slight_smile:

I would use the new Insert Multi Mesh brushes for adding detail like this (bolts, etc). If memory serves (I don’t have the program in front of me at the moment) it would create each new insertion as a polygroup. This way you can split them into their own subtools (tool: subtool: groupsplit), switch to the material you want, enable M or MRGB draw modes, and use Color: Fill Object to fill the subtool’s polypaint with the selected material. This way you can assign specific materials to specific subtools.

Im jumping in to ask a short question concerning the same thing, hope you dont mind.

I cant figure out how to make a polygroup out of a seam detail im making on a shoe.
How would you go ahead and model if you wanted the seam to have a different material then the shoe itself?

Thanks!

Mask that area and then group masked.

thanks for the answer, I thought about that but the area is so small so it would take some time to mask it all.

Thought there was maybe a way so it automatically creates a new polygroup when you make a new detail on the model, guess not.

Thanks though, guess I have some masking to do.

You could try Tool>Polygroups>Auto Groups.

Thanks everyone.

I looked at Multi Mesh, but in the end this would just be adding new geometry, which is already how I’m handling bolts by creating them in Maya.

I suppose I was hoping for some way to get the appearance of bolts via displacement created in ZBrush, yet without the added polygons that would come from having the bolts be actual geometry. On the surface, it seemed like a natural fit for ZBrush, but separate shaders require separate geometry, and there’s really no way of getting around this.

Thanks again for the help.