ZBrushCentral

Zproject for colour not working in v3.5

Can anyone comfirm that this is broken in 3.5. I cannot project at background texture?

Me Neither:cry:

If you’re talking about using the Zproject brush to copy color from the canvas onto a model, it works fine for me. Make sure MRGB is pressed, and you are in polypaint mode (Colorize is on).

Note, there is something corrupted about the Demo_Head tool where Zproject doesnt work well with it by default, but evidently this can be fixed by converting it to a polymesh 3d object first. It works for any other mesh for me without fail.

Hi Bingo_Jackson, thanks for the reply. I just read your reply in the other thread as well. I am not using the demo head, I am using my own mesh build and uv’d in maya.

I have done a lot of polypainting however this is the first time I have tried it in 3.5. And it just won’t work properly. The only way to get it to work is to convert it to a polymesh.

I can also kinda get it to work by having a duplicate mesh as a subtool, but the results suck, almost as if the depth gets clipped or something. Who knows whats happening.

Well, ok, there is different behavior. I wasn’t testing it on tools with subtools. Tools with Subtools do seem to interfere with the color Zproject somehow in 3.5. They did the same thing in 3.1, but it was fine as long as you switched off the visibility of the other tools.

When you’re making the PM3D, I dont think it is that so much that fixes it, as the fact that that is a new tool without subtools.

There is definitely something different, you’re not crazy, I just cant tell if it is a bug, or if there is a new workflow involved like with the new texture system. Until it gets figured out, you can work around it by cloning the subtool you want to pain out, painting it separately , then appending it back. Even doing this, there is a strange offset to the stroke, like it is capturing detail from a few inches away, not directly behind. This leads me to believe there could be a scaling issue with the subtools involved.

Hitting Unify on the solo mesh solves the offeset stroke issue, but then the scaling would be off if you try to append it again.

This issue has to do with subtools and the object worldspace, evidently.

Alright, until somebody who actually has a clue chimes in here, I recommend Cloning the subtool you want to Zproject-Paint , painting it, then re-appending it to your subtool. I only encountered that offset stroke issue once, and havent figured out what I did to make that happen.

Hopefully we are just ignorant of the proper new workflow.

You’re right.

This scaling issue is becoming a huge headache for me.

Can’t wait for the imageplane plugin to be released for 3.5!

I’ll have a look at it tomorrow again, but now I need to go to sleep.

Thanks for having a look at this.

It also seems to work fine if you actually append a plane with an image texture applied directly into the tool, and Zproject from that, but obviously, that is not as convenient.

JUst to sum up the issue, as there has been a lot of chatter, the issue I’m finding is this:

  1. In 3.1 , If you try to Zproject color from a background image imported directly into the canvas onto a tool with subtools, with all subtools visible, only some portions of the mesh may be paintable, as if portions were sticking outside some unseen bounding box. This is evident in both the demo soldier and demo head tools to various degrees, when painting on the body and head subtools respectively.

  2. The Problem is solved by simply hiding all the other subtools, and you can Zproject_Paint as normal.

  3. In 3.5, the Tools exhibit the exact same projection limitations with all subtools visible, but in 3.5 hiding the other subtools makes the entire mesh unpaintable. No color is applied.

  4. The only work around appears to be cloning the subtool in question, Zproject-painting it as desired, and re-appending it to the tool, unless someone who knows what’s going on tells us the trick to making this work now.

Thanks for the replys. I realy dont want to have to keep making clones, more so when Zbrush still does not allow you to delete tools, but only sub tools. Its not long before you gota too many tools in your pallet.

Its not good when a new version is slowing you down, not speeding things up. I so look forward to having all features work how they should. Someday, oneday.

You can keep your palette under control by hitting the little “r” (restore configuration button) on the right side of the tool panel. This expunges all the extraneous entries from your workspace and quick pick bar. You can still recall them from the extended tool list by clicking on the active tool slot.

Not as good as being able to delete entries altogether, but it is helpful.

Thanks Scott, I had been using that, I would just like to clean out unwanted tools. The problem is when you have stacks of them, and need to choose the correct one from the pallet, it would be much simpler if you could just remove unwanted ones.

Still there are much bigger issues id rather have sorted like smooth Uvs for textures, and better projection painting.

Thanks again.

Scott, do you know whether it is possible to zproject color info on HD polygons? I can paint normal color info in HD mode but not zproject from canvas.

I actually dont, Im sorry. I have very little experience with HD…it’s rather uncharted territory for me.

Any work around for this yet when working with HD and ZProject?

Only whats above, no subtools, paint of a clone of the object.

@tez - Thanks much for the quick feedback. In this particular example I am working with a harness for a character’s armor and I will summarize what I am trying to do since it is unclear to me that I am attempting the same thing exactly:

  1. Base mesh has around 1m polys and is where I want it regarding form
  2. HD mesh has approximately 10m polys
  3. I am attempting to paint RGB information only onto this and thus far the only way I have gotten it to work is by appending a plane into the same tool with no other subtools - the ZProject paint part works fine for this, but my target object is not flat so I am constantly having to switch to the plane - rescale, reposition, etc. since if I do that to the target object it will not be lined up with my character when I am finished
  4. While inconvenient this at least works - somewhat - but it causes a crash after just a few minutes of work for some reason - 100% of my tests have ended up crashing in under 5 minutes

On a side note, is there no way to hide geometry when working with HD? Transparent works to a degree, but what I need to do is paint under another set of polygroups and so far I have not figured out how to get these to either hide or be transparent.

Also, I have found that in regular or HD mode, my model has to be directly over the paint info - it does not work for me by using the move drag tool as in most video tutorials - at least not for paint.

Since it was too laborsome to constantly restart I went ahead and set up uvs, painted the texture and applied it to the model - the detail is too fine for the level of standard subdivision since it is a 4096 map (this is just a test and the final test would likely be 2048) - is there a way to apply this texture to the model and it show up in HD? Right now it only shows up on the part of the model that is “hide” and not accessable in HD for sculpting. This is a B/W map and I built it to use it for masking - either direct masking for manipulation or for mask by intensity.

This is my first go round with HD so I might be missing something very obvious :/.

Hi Hosh.

First thing is it sounds like your not using Image plane 3.5 foud in the texture menu at the top of the UI. Set your document size to that of the texture size your projecting for the best results.

At highest sub d level with your model cloned if it has subtools, position the model over the area in which you wish to project paint data, with just RGB on. Or use the transpose method to target the projection.

Image plane is best to be docked to the side tray, the transparency is adjustable from this plugin. Before you start painting hover the mouse over the area in which requires HD painting, and press (A) key, then start painting.

It should be as simple as that.Image plane loads the texture, and automaticly places the model on the canvas in front of the work plane.

Just to add, if you have Photoshop, then your going to get better more accurate results using Zapplink. If your using Mac, I dont know what plugins that versions has, im on PC.

tez - will give it another try - I use Image Plane all the time under normal subdivisions and understand it thoroughly, but as of yet, I have not gotten it to work at all under HD - will see what I am missing:).