ZBrushCentral

Texture painting

Well while I’m still waiting for the full version of zbrush to arive I’ve been playing around with the demo to get used to how it works.

While I was playing I ran into this question of how to paint on the 3d object in edit mode. (so that I could paint all the way around the thing) I could figure out how to apply color just fine but is there a way to smudge the color, soften it, blur it, erase it? perhapse this is where the demo does not have all the full version fucntions I’m not sure but even though I’ve looked in several places the answer to this question eludes me. Obviously any search using hte word paint is going to generate way to many returns which do not answer this question so If it’s been asked before please point me to the right thread.

Thanks.

To texture your object in the demo…use the included Texture Master zscript. Keep in mind it’s not like deep paint or similar…it drops the model to the canvas and you paint on it and pick it up and rotate it and repeat. It’s the same in Z2 only improved and now called Projection Master.

I know it seems weird to drop your model to a 2d or 2.5d object ot paint on but makes sense after awhile. while in either Texture Master or Projection Master there are such brushes …a blur brush, highlighters , shadowers, shaders, etc with which to paint as well as others…z2 has a few more to add to the arsenal.

In anticipation of your getting z2, I highly recommend downloading the Practical guide…link in my sig at the bottom…and start reading it now…it will make a whole lot of sense in a few days when ya get z2, will give you an idea how Projection Master/texture master is used etc etc

don’t dismiss it’s power because it doesn’t paint on your 3d model and you can rotate and paint…in some ways it’s far better this way as it makes you think about the process which a painter has to do in the back of his head while he paints. It in essence make you think about what you want to do ahead of time so you have a loose plan but still allows you to go with your whims…anyway you’ll see what I mean when ya get it.

…you can all paint your 3D object :sunglasses:
In 2 manears!
:large_orange_diamond:
In Edit Mode (Zadd off if you wan’t deform the object)
Jjust Enable Fill Object in the Color Palett and press Shift when you move your mouse or Graphic pen on the object = painting :sunglasses: (put the size of the brush as you want)
Rotate your object with mouse out of the object , etc…
The only limitation is that the form of brush is a circle!

:large_orange_diamond: With Texture Master Script (Tut inside the Script :“Show me”) with no limitation :sunglasses:
Have happy Zbrushing!
Pilou Demo user
Ps For painting in 2D with the Smudge Brush look these little tips :slight_smile:
:small_orange_diamond: Choose your alpha
:small_orange_diamond: Your screen must have something filling (not an empty black screen)
:small_orange_diamond: So when you press Ctrl + the Smudge Brush paint with the color chosen!!!
:small_orange_diamond: With the Key “C” you have an Eye dropper color :sunglasses:
:small_orange_diamond: With the Key “S” you have the Size of Brush !
With only that you can all paint that you want :roll_eyes:
Have happy Zbrush Painting! :sunglasses:

Thanks Frenchy, I downloaded the practical guide a few days ago but I just didn’t know where to look. Your post gives me what I needed to know. :slight_smile:

Sometimes I feel like a real space cadet :lol: The bad thing is I’ve noticed that more and more lately. Must be my teenagers rubbing off on me.:stuck_out_tongue:

…practical guide is for the Zb2 :slight_smile:
For the Demo you must load
The reference Manual and The Quick References Guide :cool:
Pilou

I got zbrush2 a couple of days ago :wink:

Any way I got to do a little test object texture painting last night with the projection master and I manage to find something that consistently crashes the program. I loaded several different objects and played with the projection master on each to see what exactly was causting the problem. at first I thought it was the fact that the object had tri-polyes but after successfully loading another object and painting it without crashing I ruled that out. Then I thought it might be because of the object that I had altered in Anim8tor at an earlyer date. Well that was only half right. As it turned out I was able to narrow it down to the lack of a full UV attacthed to the object. I did that by taking the same object that continually crashed the program when the projection master was started into UVmapper and created a new UVmap for it. then resaved the object and tried the newly saved one (only difference from the other was the UV) This time no problems at all.

So appearently I found something simply because I don’t know how to use the program properly or to it’s fullest yet. The only message I got when the program crashed was the window reporting window pop-up to report the error.

my system:

WinXP sp2
P4 2Ghz
1G ram
Wacom Intus2 tablet
KDS extreem 1280x1024
80G +120G hard
On board Intel® video with direct memory access (looking into a Getforce upgrade)

Export your objet from Zbrush
Re import soon this object
Zbrush will make the necessary surgery :slight_smile:
Pilou

tried that too… didn’t work

It’s because I removed and then added new faces in Anim8tor I think. Even when takeing the object exported by Anim8tor and imported into zbrush then exporting it from zbrush and bringing it back in. The same results occured. sure it changed any none compatible polygons but it does not appear to do anything for creating or replacing UV’s that are incorrect. At least not without some other function beging used. I have not learned yet how to properly use the creation of the displacements and the like and I don’t know if that would make a difference with such a problem.

But it’s not to big of a deal to run the object through UVmapper for uv replacement. although I’ve noticed even with that I will often have to tell it to creat new uv several times before it applys it to the entire object. I’ve run it a couple of times and only got the parts that there were alread uv’s before and had to do it over several times in order to get it to read all the new faces that had either been added or replaced.

If you bring a model into ZBrush which has no UV’s at all, there will naturally be problems when you try to paint texture onto it.

You don’t have to use UV Mapper to do the UV’s, though. ZBrush can easily assign UV’s to your model just by creating a blank texture of the size that you wish (recommended sizes are a power of 2 such as 512x512, 1024x1024, 2048x2048, etc.). Then press Tool>Texture>AUVTiles or GUVTiles. This will map your model and prepare it for texturing. And the nice thing is that it’s done in seconds!