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ASWDesign
08-15-2006, 07:00 PM
Hey guys just got my hands on Zbrush! Long time i know but hey!

Ive been watching some ZScripts and reading some tuts around the forums!

But i still cant quite get my head around using the projection master!
Now i have learnt my way around by grabing a Maya OBJ Importing it as a Tool Scaling it on my work plane Scuplt a few areas!

Now i want some fine detail like creases in the eye blah blah blah! NOW!
Hit "G" Projection master opens up!

You have Color Material Etc, Then Double Sided Fade Displacement Normalize?
This is where i get a bit lost you see because i dont know what i need to select like why one sided? or double sided? or fade? is there anything out there that really explains these features.

Because what i want todo is hit these buttons then paint my creaes and then pick up the object and see the creaes on my object but i dont want to have a displacement map i just want them to be on the model? but then how do i create a displacement map if i need one?

Oh God im so lost someone give me the master map! :(

Thanks guys

ASW

marcus-civis
08-15-2006, 07:19 PM
The best place to start is probably the tutorials available from the Projection Master screen. Just press G then click on the little '?' in the bottom right-hand corner. That will lead you through the basics.

Briefly: if you are adding detail to your mesh (as opposed to painting a texture) then you need to make sure 'Deformation' is checked. 'Double-sided' does pretty much what it says, repeating your work on the other side of your model - so obviously you need to have a symmetrical model and to have placed it down with the line of symmetry the same as the canvas plane. 'Normalized' means that the displacement is along the surface normals and 'Fade' softens the displacement (or texture painting) as the model curves away from the canvas plane - but it is genrally good practice not to work too close to the edges of your model.

Try a few things and see the results. If you find that you lose a lot of detail when you pick up, divide the mesh and try again.

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