i am a bit confused. I bring up my poser model into zbrush. I paint on it. I create the uv maps and fix them in ps. but how the hell do i get them back into poser? THAT one thing is really starting to piss me off since I cant seem to figure out how to do it. and the sad thing is, i am certain it is something so simple that i am just missing it completely. please help. thanks.
@pukaprat I KNOW that feeling! It's extremely agrivating and it turns out - it IS something simple you're missing and I missed for a year. Here's the solution: don't bother changing V4's UVs; V4 has overlapping UVs and I know Zbrush hates those but they must not be altered.
Just import Victoria into Zbrush and paint on her. Once you're done(be sure you're done as Zbrush won't allow this to be undone without causing errors) just use Tools>Polygroups>AutoGroup with UV which will split the mesh...
@corinthianscori ...into V4's UV groups. At this point you're left to re-group some subtools like arms and legs to get the Limbs map, and torso/ears to get a Torso map - the head is all set. In each subtool go to your higest subdiv level, then Tools>Texture>New from Polypaint which makes a new map based on the subtools you have visable. Then use TextureMap>Clone from Txtr which puts that texture in your Texture palet where you can export it - remember to flip it vertically. And thats about it!
@corinthianscori thank you so much for getting back to me so quickly on this little problem. much mahalos i will definately cross my fingers and hope it works this time. thanks again.
@corinthianscori thank you so much for getting back to me so quickly on this little problem. much mahalos i will definitely cross my fingers and hope it works this time. thanks again.
This is very helpful video on polypaint in Zbrush, I do have a question about painting different material. I'm painting the face and I want a put a different Material on the lips, to make it look as if its wet. What would you do to created that look?? Thank You : )
@chuy605a To make things look wet you'd another kind of map - a specular map. Its a grayscale map showing white where something is very shine and black where something is not shiney at all. There's a lot of tutorials out there about making them. looooooooooots lol
Well My comment isnt about this tutorial its about texture mapping in genneral. I make a model in Zbrush and when i try to make the texture maps displacment maps and normal maps they are all blank and all i get is a black sculpted mesh. Can you help? I tryed looking up the problem online but they have no answers i can find.....
I'm not familiar with that problem but...it may be something simple like not having a UV map assigned to your mesh when you try to make your maps. If your mesh has multiple UV zones then you'll need to do maps for each zone separately. Let me know if any of that was the issue.
@corinthianscori Oh i found out the cause of it. It was because I had to UV maps assigned to the same mesh. So when i made a new one they were colliding and became errors with no UV. So i orriginally deleted them and placed the UV i needed. Thanks I forgot i had to delete a UV before making a new one.
Pretty much! You can work on your textures in PS then just import them into Zbrush as a PSD/TIFF/JPEG. Some people like to use Zapplink(Document>Zaplink) to just draw on their mesh but that method causes a lot of texture quality loss. Zbrush 4 makes the whole texture process a LOT simpler but...I haven't upgraded so I dunno how to use that new stuff:D
All great, but you could have just used UV mapper and Photoshop and got the same results in less than 10 minutes. or locate Victoria's body map in Poser runtime folder and open it in photoshop you would even need Zbrush to do this. Unless Zbrush is used to create a polymesh type costume for Poser characters useing Zbrush for a texture map for Poser characters is a waste of time.
This tutorial only covers the use of using Polypainting in Zbrush3.5r3; decidedly far quicker than texturing separate maps as was demonstrated here. V4 contains multiple UV maps that make one whole texture base. Using Zbrush, every UV texture area detail can be painted and addressed as a whole, immediately and with predictable and planned results. This can not be done via Photoshop/UV Mapper which require you to paint each body/limbs/head separately, render, fix seams, and repeat.
No kidding! It took me forever to get this right! And you're right; the major tutorials seem to completely ignore all this stuff. I don't know why since it seems insanely important but...now we know!
Is this workflow possible using projection master to apply colour?
edwardfleisch 3 months ago
@edwardfleisch Absolutely. The mesh still has to be divided enough times to hold a high resolution image, so yes; its the same workflow:D
corinthianscori 3 months ago
i am a bit confused. I bring up my poser model into zbrush. I paint on it. I create the uv maps and fix them in ps. but how the hell do i get them back into poser? THAT one thing is really starting to piss me off since I cant seem to figure out how to do it. and the sad thing is, i am certain it is something so simple that i am just missing it completely. please help. thanks.
pukaprat 8 months ago
@pukaprat I KNOW that feeling! It's extremely agrivating and it turns out - it IS something simple you're missing and I missed for a year. Here's the solution: don't bother changing V4's UVs; V4 has overlapping UVs and I know Zbrush hates those but they must not be altered.
Just import Victoria into Zbrush and paint on her. Once you're done(be sure you're done as Zbrush won't allow this to be undone without causing errors) just use Tools>Polygroups>AutoGroup with UV which will split the mesh...
corinthianscori 8 months ago
@corinthianscori ...into V4's UV groups. At this point you're left to re-group some subtools like arms and legs to get the Limbs map, and torso/ears to get a Torso map - the head is all set. In each subtool go to your higest subdiv level, then Tools>Texture>New from Polypaint which makes a new map based on the subtools you have visable. Then use TextureMap>Clone from Txtr which puts that texture in your Texture palet where you can export it - remember to flip it vertically. And thats about it!
corinthianscori 8 months ago
@corinthianscori thank you so much for getting back to me so quickly on this little problem. much mahalos i will definately cross my fingers and hope it works this time. thanks again.
pukaprat 8 months ago
This has been flagged as spam show
@corinthianscori thank you so much for getting back to me so quickly on this little problem. much mahalos i will definitely cross my fingers and hope it works this time. thanks again.
pukaprat 8 months ago
@corinthianscori sorry it has taken me so long to thank you. But thank you for getting back to me with the solution. Appreciate it greatly.
pukaprat 2 months ago
This is very helpful video on polypaint in Zbrush, I do have a question about painting different material. I'm painting the face and I want a put a different Material on the lips, to make it look as if its wet. What would you do to created that look?? Thank You : )
chuy605a 11 months ago
@chuy605a To make things look wet you'd another kind of map - a specular map. Its a grayscale map showing white where something is very shine and black where something is not shiney at all. There's a lot of tutorials out there about making them. looooooooooots lol
corinthianscori 11 months ago
@corinthianscori Ooo...thanks : )
chuy605a 11 months ago
Well My comment isnt about this tutorial its about texture mapping in genneral. I make a model in Zbrush and when i try to make the texture maps displacment maps and normal maps they are all blank and all i get is a black sculpted mesh. Can you help? I tryed looking up the problem online but they have no answers i can find.....
Overkillz100 1 year ago
@Overkillz100
I'm not familiar with that problem but...it may be something simple like not having a UV map assigned to your mesh when you try to make your maps. If your mesh has multiple UV zones then you'll need to do maps for each zone separately. Let me know if any of that was the issue.
corinthianscori 1 year ago
@corinthianscori Oh i found out the cause of it. It was because I had to UV maps assigned to the same mesh. So when i made a new one they were colliding and became errors with no UV. So i orriginally deleted them and placed the UV i needed. Thanks I forgot i had to delete a UV before making a new one.
Overkillz100 1 year ago
so how would it be to apply stuff in PS then take it back to zbrush ?? just import texture ? as .PSD ?
Mirmidon87 1 year ago
@Mirmidon87
Pretty much! You can work on your textures in PS then just import them into Zbrush as a PSD/TIFF/JPEG. Some people like to use Zapplink(Document>Zaplink) to just draw on their mesh but that method causes a lot of texture quality loss. Zbrush 4 makes the whole texture process a LOT simpler but...I haven't upgraded so I dunno how to use that new stuff:D
corinthianscori 1 year ago
All great, but you could have just used UV mapper and Photoshop and got the same results in less than 10 minutes. or locate Victoria's body map in Poser runtime folder and open it in photoshop you would even need Zbrush to do this. Unless Zbrush is used to create a polymesh type costume for Poser characters useing Zbrush for a texture map for Poser characters is a waste of time.
tekh3999 1 year ago
@tekh3999
This tutorial only covers the use of using Polypainting in Zbrush3.5r3; decidedly far quicker than texturing separate maps as was demonstrated here. V4 contains multiple UV maps that make one whole texture base. Using Zbrush, every UV texture area detail can be painted and addressed as a whole, immediately and with predictable and planned results. This can not be done via Photoshop/UV Mapper which require you to paint each body/limbs/head separately, render, fix seams, and repeat.
corinthianscori 1 year ago
thanks helped alot ..its the little things they never talke about in the majore tutorials that stops working the process ............good job
zloyboy 1 year ago
@zloyboy
No kidding! It took me forever to get this right! And you're right; the major tutorials seem to completely ignore all this stuff. I don't know why since it seems insanely important but...now we know!
corinthianscori 1 year ago