ZBrushCentral

Texture menu doesn't update (answered)

Hi

I’ve come across a problem where by I can flip a texture in the texture menu but i doesn’t update on my model.

I find that I can select textures in the texture map pane and they’ll update on the model. But anything I do in the Texture tab doesn’t affect the model in till I then select that same texture in the texture map pane. Anyone else having these issues?

Pete B

That’s how it works. You will need to re-apply the texture to your model after making changes.

I’m still really confused by this.

I’ve just colorized my model. Pressed the colorize to texture button, but when I then look at my textures I can’t see the one that’s it’s just made. The texture definitely exists because I can turn off colorize and still see the texture. But in either of the texture menus I can’t see the tpage.

What am I doing wrong?

Pete B

:Just discovered that if I clone the texture it then shows up.

That’s it - you need to clone the texture before it will show in the Texture palette. The reason for this change from previous ZBrush versions is so you can have a different texture on each subtool.

Thanks for your quick response.

I can understand that you may need different textures on different subtools, but what I still don’t get is why if I forget to clone my texture then, from what I can tell, I basically loose it? So if I generate a texture or a displacement map and then decide I need to load a different texture, that texture I just generated isn’t stored anywhere, unless I clone it, is this right?

I also don’t get why there has to be two texture palettes. It seems really unintuitive to have the sliders for creating a texture size in one palette, and a button to create a texture in another. Why can’t they put all these sliders together?

  1. Yes, if you generate a new texture for your model - for example, by pressing New From Polypaint - then it will replace the existing texture. So you need to clone anything you want to keep before creating a new texture. The same applies to normal and displacement maps. Any existing texture is saved with the tool.

  2. There are two texture palettes because there has to be separation between textures applied to 3D models and textures used in other ways within ZBrush (for example, as background images or for loading into Spotlight). It would simply get too complicated otherwise.

Texture size for a 3D model is set in the Tool>UV Map menu, using the Map Size slider. This sets the size for any map generated for the model - texture, displacement or normal map.

Ahhh I see. So basically everything to do with textures outside of the tool menu is to do with 2d (2.5) painting. And any texture menus in the tool palette are to with that tool. Ok, yeah that makes sense.

Incidentally when did this change. I don’t remember in being like that in 3.1 (haven’t really used 3.5)

Thanks for your help.

Pete B

Well the division isn’t quite clear-cut : if you want to import a model texture you made elsewhere you need to import it into the main Texture palette, then apply it by clicking on the Tool>Texture Map>Texture Map thumbnail and select it from the pop-up.

This changed in 3.5 when each subtool could have a different texture. Until then only one texture could be applied to a model, the same map being applied to all the subtools.

“Texture size for a 3D model is set in the Tool>UV Map menu, using the Map Size slider. This sets the size for any map generated for the model - texture, displacement or normal map.”

I’m slightly confused (and I have my “Big Book” handy here, Marcus :lol: ) How does the Texture sizer in the texture palette differ from setting the map size in the UV palette? And for what purpose? Is it the same as setting the UV map size or is it specific to just one thing?

Nancy,

The options in the Texture palette are largely historical, from when ZBrush could only handle one texture map on a model. You can still use it to create a map if you want, of the size set in the sliders and filled with the selected color. But the Texture palette has no effect on maps created for models through options such as New from Polypaint.

For modelling work everything now happens in the Tool palette. This is so that you can have a different setting for each subtool if you want, based on the UVs and your requirements. It makes sense to have the Map Size slider in the UV Map menu, so that you only need to set it once for all the maps: texture, displacement or normal map.

Hope that clarifies things,

It DOES! Thanks Marcus!!:slight_smile: :slight_smile: :slight_smile: :slight_smile: :slight_smile: (answer rated 5 appreciative smiles out of a top rating of 4)