ZBrush Tutorial Page 10

    5. When painting colors it is pressure sensitive so depending on how hard you push with your Wacom it will get different shades of the color you chose. Even with a mouse it will take two passes to get the color you originally chose, figure 47.

    6. To export your colored texture go to Texture - > FlipV and Export the file as a .bmp, .psd, or .tiff, figure 48. I would suggest saving it as a big image, I usually do 4096 x 4096. It is huge but you will get great detail with the texture or your normal map.

     


    Figure 47 : When painting colors it is pressure sensitive so you can get varying colors by how hard you push. With a mouse it will take two passes to get the original color.

    Figure 48 : To export the colored texture from ZBrush go to Texture - > FlipV and Export your image as a .bmp, .psd, or .tiff file.



    Exporting the Normal Maps 

     

    Normal maps in ZBrush are easy to do.

     

    • First, make sure that you open up a model that has a memory of the highest subdivision you will want, I recommend subd 6, and that your whole model is showing. It doesn’t matter what subd you are in when exporting your normal map.
    • Once your model is showing go to Tool - > NormalMap -> turn on Tangent, create an image size, I will use 4096, and select Create NormalMap, figure 49. Because the image is so large it will take about 5 minutes and your character will then turn blue, figure 50.
    • Now go to Texture - > FlipV, and Export it as a .bmp, .psd, or .tiff, figure 51. Your Normal Map is ready to be applied in another package.


    Figure 49: The NormalMap creation tool in ZBrush. Select Tangent, choose an image size and click Create NormalMap.

    Figure 50 : Creating a Normal Map usually takes about five minutes. Once your character turns blue it has been created.

     

     

     

    Figure 51 : Once your model is blue to go Texture - > FlipV and export your image as a .bmp, .psd, or .tiff file.


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