OT: ZBUV Master


#1

http://www.zbrushcentral.com/showthread.php?t=082643

Looks like I’ll be having a few sleepless nites :bounce: :arteest: :buttrock: :applause: :beer:


#2

If there ever was a time I would use the word flabbergasted, it is now :eek: :eek: :eek:


#3

Yes. the time is now and now is the time.

I did this and a body in one or two clicks. No time flat.


#4

Found some more examples here: http://forums.luxology.com/discussion/topic.aspx?id=44282
Looks amazing :applause:


#5

Often models built with Zsphere already have groupings, so you can Flatten by groups.
There literally almost no work involved in a full figure,

I put that head in Maya and but in ZB I painted the way it should flatten in one or two swipes.

This is an extreme boost in workflow.

I was stalled on a finding a faster UV workflow and this would be the solution. Should be an asset for EIAS users.


#6

This is the first time I added a model that I painted in ZB2 into ZB3.

This model cage was created in EIM with UBers. The UV were made in Maya. However the painted textures were done in Zbrush 2.

Zbrush 2 did not handle multi-object well so this is the first time that the whole texture parts appears in ZBrush at one time.

I am also displaying the UV layout from Maya in ZB3 “UV Master”. This is just the body and not the gloves, head and feet which are separate objects.

There is no surface detail, displacement, or bump, only just texture. I just wanted to see how this worked, but I am considering to doing a very Simple UV textured Model and Rig for EIAS.


#7

Hey Folx.

This is not an official tutorial but it does cover a couple of problems that I have encountered getting my ZB2 textures into ZB3. It’s a simple problem but slowed me down from texturing in the new app.

There’s lots of tutorials for ZB so I don’t them. However ever I am considering to doing something specific for EIAS users like model, texture, Rig, and Animate. Of it would have to be a very simple character

http://www.youtube.com/watch?v=Qu48bFl1peE


#8

Hey EI’ers

I was exploring the new UV master plug on an old Proton model. This texture may have take 15minutes. It’s a simple pattern painted directly on the surface of the 3D model. It’s extremely reliable for good UVs without seams.

This is the turtle I used to beta the SeaLevel feature added in EIAS v8. I was able to UV this model, texture it, and quickly add the displacement directly from ZB into EIAS. There’s not smearing of the texture with UVs as with planar, spherical, or cylinder. With Unwrap UVs are super fast, evenly spaced, and no seams.


#9

This mesh is a Proton Model and are free online. The resolution is the same in ZB and EI.
I use Encage to SubDivide but it only renders a high rez mesh. I import into EI with FBX but Obj is good. EIAS has a very simple, quick system for placement and displaying high quality UV texture painting for years. With Mudbox, Zbrush or BodyPaint EI’ers can do organic or mechanical high quality, professional texture painting and placement. Now I just have to learn to texture paint better. :arteest:

Even if you don’t use Encage or Dicer for subdividing your model for displacement maps, 3D UV paint is very production savvy feature and fun hobby. It feels like back in the garage with spray cans and newspaper painting plastic parts but no misplaced adhesive decals. :thumbsup:


#10

I still like to bring my UV from ZB into an UV editor because I like to place and edit them more. So I still have control over UVs if I want. However, I don’t have to do much or spend much time. Here I just used the displacement map as a texture as well. I lowered the strength of the maps so the green polygons would give the texture some color. Sometime I have to invert or flip the map when exporting from ZB. Or, I can bring it in PSD and flip, invert or add more detail to maps for EIAS for to displace correctly but that’s quick.

It’s not necessary, but I double check the UVs with a grid image. Look how even the grid is on the textured model. All the same size from ZB. Probably the best UVs with less work. I separated the UVs into Polygroups for the head, arms, legs, torso and tail in ZB so I can be better UV shells or islands. Once they are flat I moved them around in the UV Editor. It seems like it’s time to really enjoy texturing models. The workflow for EIAS is really fast.


#11

You don’t have to export maps or UVs to an extra editor. There’s an official GoZ tutorial from ZB Central but really nothing complex about these setting. Just click create disp and export. Not much to talk about here.


#12

Maybe this tab is special but not my settings. I just render and make a few adjustments. I go from 0 to .5 in the Sealevel and 1-10 in my Displacement. It’s pretty obvious after a render or two. I didn’t want the bumps too big on this.


#13

This was a low res map for the pattern. My only complaint would be no multi-morph for the EyeLids. Can’t have big, bulgy eyes for a character and straight interpolation for the lids. It’s the last thing that EI is missing to do simple CA perfectly.

I was able to do this displacement faster than I remember how to do in Maya because EI has the quicker interface. ZB is fast, UVs are fast. EI is Fast. EI just need multi-morphs to use 3 or 4 morphs into one slider so it can have curving interpolation for Eyelids.

I will rig this just as a test. Character like this are great for commercials. There’s not a lot of rigging needed. Just need to be simple and fast. Then little green men will be ready to invade the earth. Thanks.


#14

Toon Turtle Rig coming soon.

http://www.youtube.com/watch?v=V3SC43YGLlA


#15

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