Hi, I am relatively new to ZBrush. I have been interested to know more about UV mapping and UV’S in ZBrush.My questions however are of a very rudimentary nature.I wish to keep this thread about simple and elementary things regarding mapping and UV’s for absolute beginners like me.
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What does UV stand for?
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Is UV mapping used to wrap a texture map around an existing model, or are UV’s used as flattened references to be used for creating textures in 2d painting software? Or are they used in both instances? How does one handle UV’s in ZBrush?
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I am attaching a reference image ( a creature from " The Witcher "). It is a beautiful example of a character evolved from a concept sketch into a fully textured 3d model (I would appreciate it if you could share
examples of a similar concept development, modeling and texturing process ). My question is this:
IF I have a model created in ZBrush, how do I create a 2d texture map for it in Photoshop? How do I export the flattened UV’s from ZBrush such that I get a decent reference to paint on in photoshop.The UV’s sent to photoshop should look like a dragon( eg: ref image ),as that would make painting textures on them easier.
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What is a 32 bit displacement map? And what is 16 bit?I have a rough idea what displacement maps do, that is, deform geometry along surface normals, but what is 32 bit? And how are displacement maps created in ZBrush or photoshop.
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Can these displacement maps be created in Photoshop by exporting UV’s as references from ZBrush?
I will really appreciate it if some of our experienced members in ZBC could answer these basic questions. If there are aswers then I am sure there will
be more questions. Till next time ,keep ZBrushing