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Zbrush 3.5r3 Zproject texture & Maya

How can I use Zproject in the new release? it doesn’t seem to work with an image imported?

I could get it to work in r2 quite nicely but had to make my original ztl a polymesh3d to get it to work, how do I export the texture as a map onto my OBJ in Maya?

I can get displacement to work, but how do I apply the texture? I’m new to Zbrush and Maya workflow. My basemesh doesn’t have UV’s either, so I used image reference to Zproject a texture in zbrush, it looks good rendered in Zbrush but I want to render Maya and animate the face.

Looking for help. Cheers

Zproject is broken, you have to make polymesh of that object at its highest subd lev, then Zproject will work.

I had this same problem with the last release R2 and went back to using 3.1 because I really need this feature for work. I don’t seem able to actually project with the zproject brush, it just sort of turns the object lightly masked where it would usually be projecting. No pushing at all. I tried different key combinations but doesn’t work.

Its not worked since 3.5 came out,thats hope that V4 dont carry half of the bugs, which to be honnest is a bit worrying when 3 revisions of 3.5 have gone with bugs left over from ZB 3.1, and 3.5, yet more features keep getting added?

Im shure they have a plan, I just dont understand whats happening thats all.

Hello

You need to have UVs so that you can goto the Texture Map sub-palette and click New from Polypaint. Now that the texture is in the Texture Map Preview you can export a Maya .ma file not an OBJ. If you have a Normal Map, Displacement Map, and Texture Map in the previews and export a Maya file then when you load it into Maya a shading network will be created.

Hope that helps.

Can I get a video of you using the ZProject Brush not working?

For maps that you export from Zbrush you must have Uvs. When applying maps in Maya or any application without Uvs you have a choice of projection types like Planar, Cylidrical, these dont use maps, but rather wrap maps around your model a certain way.

So to export a texture map, you must of course paint your model, at this point your painting directly on polygons. Next you must copy this data to the Uvs which you must have on your model first. You Can apply Uvs in Maya, then bring that base model back into zbrush, or apply Uvs within Zbrush from the Uv map text menu to the right of the UI. I found PUV tiles to work well, your model must be at the lowest sub d level when applying these Uvs.

Once you have the Uvs, then you must copy the painting or Zbrush texture paint work into a map which uses these new Uvs made.

Before doing this you must sellect a size map you require, the choise is from 512, to 4096 pixels. Making shure you can see the painting on your model which means Colourize buttion is pressed in the Polypaint text menu, you then open the Text menu named Texture Map, amke shure the RGB is at 100%, and then press From Polypaint button once.

The texture map gets made, however if you look to the texture menu to the Left of the UI, you will not see the texture map there, this is because the texture map you have made is set for that Sub tool, where as the texture menu to the left is global places to load and export textures.

You must transfer your new made texture map to the global texture menu by click on the Clone textr button from the Texture menu to the right of the UI.

When you have done this you may now export your texture from the texture menu at the top of the UI first pressing the flip V button, then export.

Yes I know Zbrush does make you go around the whole UI to export a map, but thats how it works. It would be much easyer if you could export a map from the right texture menu. Im not shure if this covers what you needed to know, however should you want a video showing this, give me shout.

Howdy Tez, Sorry for the late reply I’ve been busy with work but now back at the wheel trying to figure this out.

If you wouldn’t mind to make a small tutorial on a Maya basemesh > Zbrush texturing > Maya rendering with UV’s and Displacement to see the whole process that would be ideal.

I’m new to Maya and I read somewhere that automatic pelt mapping in Maya could be a way, however I’m a noob when it comes to doing UV’s.

If you could help me out here it would be REALLY appreciated.

Hello. Go over to my site http://www.cgdreams.co.uk/zbrush/ or visit this thread http://www.zbrushcentral.com/showthread.php?t=78501your beable to watch and download a video relating to Zbrush and the texture process.

I dont use Maya so cant quickly show you things to do with Maya, athough I could well learn it in good time. I use Hexagon, Modo, and Zbrush as my main tools. Luxology Modo does everything I need, and produces the results I want including Uv mapping, and rendering.

Im downloading Maya 2010 trial now, and will have a quick look at it. In the mean time watch that video. As for learning Maya, there is going to be no shortcuts. Effort, time and experience is on high demand. Iv just looked about online, and there is tons on free training for Maya. However if your seriouse, and these are not enougth for you, then get the Book Art of Maya. Iv just read through a few pages, and looks to be a good book. http://images.autodesk.com/adsk/files/art_of_maya.pdf

http://www.youtube.com/watch?v=P7r4_5n9WXo
http://www.youtube.com/watch?v=5D45EEz2J6A&feature=fvw
http://www.youtube.com/watch?v=6Dj_Kj5V4s4
http://www.youtube.com/watch?v=6MfQTdoovFM&feature=related

Thats just a few of hundreds.

You are an ABSOLUTE HUMANITARIAN! Good onya mate I’ll take a look at these and see how, my main concern is the UV mapping and the texturing and bringing into maya… I’m sure its the same for any 3d app its just knowing the process … but really thanks alot… I’ve switched recently from Max to Maya… I find Maya really intuitive for modeling.

Your welcome. Here is what looks to be a good source.

http://www.3dmd.net/MAYA_texturing_tutorials.htm