ZBrushCentral

Texturing Sculpted Prims

hi i have been trying for about 3 months now to create a texture for my sculpties, i use zbrush. i can do it but they look like crap lol

but i have tried a few things. i really need help with this badly.

i have a few questions if you dont mind :slight_smile:

i know its down to the creator to create the texture, i have much experience in ps and i also use a wacom tablet.

which is the easiest way to make textures?

is there anything i should know, which maybe preventing me from getting the result i want?

i wanna be able to say make a hat or shoe and create a texture (fabric or material) add lighting and stitching using burn and dodge possibly, other than baking and then import and apply that to my sculpties. weeks of looking on the net i have been unsuccsessfull :slight_smile:

i have a few programs which i could use, photoshop, zbrush, maya, blender, sculpty paint

any ideas or tutorials would be much appreaciated :slight_smile:

I’ve been looking into that as well. I got some fairly looking results using various methods, but none of them are actually good enough.
The Material Baker script works (import .obj that has the same UV mapping as your sculptie into ZBrush, divide, apply material, lighting, render and bake) but a lot of the detail is lost, especially lighting. You can fix it up a bit in Photoshop, but it still doesn’t look like it should.
I’ve been getting slightly better results using Zbrush’s Projection Master, but for some reason ZBrush crashes when I try to pick up a best rendered surface.

Sorry I couldn’t be of more help.

I have a pretty nice, if not ideal workflow for creating and texturing sculpties in Zbrush -

what exactly is happening to make your textures look like crap? Can you explain it with a little more detail and maybe some pictures?

I’m very interested in this ā€˜ideal workflow’ for texturing. Care to share? (unless it’s a link to the ShinyLife blog, in which case, don’t bother :wink: )

My wokflow is not ideal, but I am getting better results than I did using the techniques at Shiny Life, tho I did learn a lot from there.

That said, my technique is one I have developed over the last year through trial and error, and I don’t use the same technique for every sculpt. It’s been a case of what feels and looks right at the time.

Preparation


  • Download Wings 3D and get the sculpty plugin for it. With this plugin are several standard primitives with UV maps assigned.
  • Open them in Wings and export them out as .obj files so you can import them into Zbrush. I have a base sphere, base torus, base cube and base cylinder.
  • Import each of your primitives into Zbrush and save them as ztools for later use.
Now that the setup is done…


  • Load up the ztools that you will need for the task at hand. If building a simple shoe, I use a torus and 2 spheres - one sphere for the sole, one for the heel and the torus for the body of the shoe itself.
  • Manipulate the meshes using the Zbrush tools to the desired shapes and export each subtool as it’s own .obj file. I find that creating the object with each subtool loaded and visible to be a great way to get the sculpties to fit together nicely, and I often use the SL avatar mesh to sculpt around to get sculpties that fit the avatar in world.
  • Import the .obj file into Wings 3D and use the sculpty plugin to create your sculpt map.
  • open your sculpt map in Photoshop or similar image editing program and create a black alpha channel. Save the file as a 32 bit .tga file. (this will produce a sculpt map in world that is completely transparent when opened - reduces the risk of your sculpt map being screenshotted and stolen that way - if you like you can stamp your logo or name in white on the alpha channel)
  • Upload your new sculpts into second life and test them for fit.
Now for the fun part…


  • Go back into Zbrush to the model which you have just created. Select a subtool - ie: the top of the shoe. Turn the other subtools off. Go to the Geometry tool and increase the divisions until you have 4 or 5 levels of subdivision. This gives you a lovely smooth mesh to work on. Note, the poles of the sphere based primatives will disappear into long points, I haven’t worked out how to stop that from happening. but if you sculpt cleverly and put the poles of your spheres in a less than obvious place, it won’t matter.
  • Fill the shoe (torus subtool) with a light grey. This makes it easy to colour afterwards. Select a light grey in the colour picker, then go to colour-> fill object. (this is a very important step for baking lighting later)
  • Select a material appropriate to your shoe’s material. ie: if the shoe is leather, use a low reflective material - for patent leather, use a highly reflective material. I like to use the fast shader and the Jellybean material is also good for shoes. Play around with the materials until you get one you like.
  • If you have used a material in the startup standard materials, you can change the lighting at a later stage
  • Now, add details to your shoe top. Add stitching around the edge of the shoe using the stitch brush (I have made my own alpha to use with the stitch brush) paint in seams using zadd and zsub. whatever details you want the shoe to have. You can also paint the shoe colour and colour variances if you want to, but keep in mind that you will be colouring it later.
  • If I am adding stitching to my objects, I will paint the stitching onto the grey base colour using black, and zadd. Then I export that colour map alone. If I am doing more colouring, I will export another base colour texture before I bake any lighting. I find separating stitching, base colour and shadows and highlights to give me the most control over the end product.


  • To export the textures follow the steps below

    • Open the texture tool under the Tool menu. The Col>Txr button should be available. Press it! What happens next is that a texture will appear in the Current texture box on the left. It will correspond to the texturing on the object.
    • If you want to change anything, you need to turn the texture off in order to paint on the mesh, and then do Col>Txr again to get a new texture.
    • Now go to texture ->Export and save the texture out as a .psd file.


  • Ok once you have your colours exported the way you like them, it’s time to bake some lighting. You can either do this over your colours, or you can do this over a grey base colour, it’s up to you. I use either technique, depending on the result I want to get.
  • If you are baking lighting over a grey base, first paint your object grey.
  • Ensure all other subtools are off apart from the one you are working on.
  • Go to Light and turn on the second light switch on the top row - click it again to make it come to the front of your object. Move the lights around until the shiny on your shoe looks good to you. Rotate the camera on the shoe to check that it looks good from all angles with the light setting. Increasing the ambient level, and the GSI setting can also produce interesting results.
  • Once you have the light set the way you want it, rotate the shoe around until the light falls in the right place. Now press Projection Master.
  • Ensure that Colours, Shaded and Material are all ticked and press Drop Now. Wait. Press Projection Master again and press Pickup Now.
  • You will be able to move your object around, and one side will have lighting baked into it.
  • Reposition your shoe again to a part that doesn’t have baked lighting. Repeat the process above with the Projection Master to bake the lighting.
  • Continue this until you are satisfied that you have covered all areas, and that your shadows and lights please you :slight_smile:
  • Click Col>Txr and export the resulting texture.
Now for some final work in photoshop to get all the pieces together.


  • Open the textures you exported in Photoshop.
  • If you have a stitching texture, insert it into the colour texture and select all the grey colour. Delete it, so that you just have the black stitching. Apply a couple of interesting blending effects and maybe a colour overlay to get a 3 dimensional look to the stitching.
  • insert your shadows and highlighting into the colour file below the stitching layer and blur/repair by hand any areas that need to be repaired. For the spherical prim texture, you will need to fix the areas at the top and bottom of the texture. just use the clone stamp to blend out those trouble spots.
  • Set the blend mode of the shadows layer to multiply or overlay, and adjust the opacity to a level that suits you. Play around with the other blending modes as well, you might get interesting effects.
Resize your texture to 512x512. This can sometimes leave an edge of transparent pixels which will give you a seam in your texture. Remove that with the clone stamp set to very small and hard.

Upload the texture to Second Life and apply it to your sculptie. You will need to change the rotation and alignment of the texture, especially if you are applying it to a torus. I need to change the texture alignment to 0 degrees and then flip the texture vertically. Play around with the x and y alignment until the texture is in the right place.

Done! It looks long but once you get the process down, it’s actually very fast. I can go from base prim to finalised pair of shoes in a matter of hours if I plan well.

I just realised that this is the ā€œgetting started on sculptiesā€ tutorial I have wanted to write for quite some time, so I will be posting this on my blog in the next couple of days with pictures :slight_smile: I’ll linky it here when it’s done.

If anyone has anything to add or discuss on the stuff in this post, I’d appreciate your input :slight_smile: Additionally, if there is anything you want me to clarify, please let me know!

Very interesting workflow, thank you for posting it.

Some of the the methods resemble what I’ve been experimenting with in ZBrush closely, but I never thought of baking the color and the lighting separately, and joining them together in Photoshop afterwards. I’ll be sure to give that a try when I have a few hours to kill :wink: and if ZBrush stops crashing on me :cry:

You should really expand this tutorial on your blog, perhaps with a few screenshots or even a video to go with it. I’m sure that it will generate a LOT of interest.

that is amazing, i acutally do alot of the above but i dont do different layers like you mentioned, i cant wait to give this a try. all i want to say is thank you so much for sharing this with us. much appreciated. im so pleased with your response as it pointed out a few places were i was going wrong.

thanks hunny mwah x

Pols:)

hi can you cover the grey layer for lighting in a bit more detail? and are you still putting the tut in here with pics? would help me alot:)

thanks