ZBrush Tutorial Page 8

     

    • So first create an image. In my case I will use my M16A2 from my website as an example. Remember the part that you want to use as the texture needs to be white so my picture needed to be inverted. Also make sure that the file you are going to use as a texture is the same height and width or your texture will get distorted, see figures 34 and 35 below.

 


Figure 34: My M16A2 model needs to be inverted for the gun to stand out.

Figure 35: My M16A2 gun inverted and the canvas is now a square and not a rectangle for no distortion.

 

    • If you are going to use a color picture you can import it into ZBrush and it will convert it to black and white for you or you can convert it in Photoshop first which I suggest.
    • If you are going to convert your image to black and whitedo not make it a greyscale 8 bit image, ZBrush will not recognize it. Go to Image-> Adjustments and use desaturate making it look black and white but leave it as a 24 bit RGB color image. If you save it as grey scale you will get no preview, figure 36. If you get a preview of the image it recognizes it, figure 37.



Figure 36: If you have a color image make sure to desaturate it and not change it to greyscale. If your image doesn’t preview then it is not the right format.

Figure 37: If your image is the right format then it will preview in the browser. ZBrush will recognize .PSD files.

 

    • When you import your textures into ZBrush and you have not customized them they will most likely be square, figure 38. This could be a problem but you are going to be blending many different types of textures so it shouldn’t be a problem
    • To blur and/or round your edges in ZBrush use blur and rf (radial fade) to round the object, figure 39. Blur and rf are located right below where your texture was imported to.

 

Figure 38: If your texture is square you will have to apply a radial fade (rf) to it and possibly a blur.

Figure 39: Blur and rf are located right under your texture image. Apply a little rf and blur, if you need it, and now your texture is round.


Now it is time to add the texture you imported to your model.

     

    • To do this make sure you are in Projection Master and uncheck colors and check deformation and normalized. Now select the simple brush and adjust your Z intensity and Draw Size, select your texture and stamp it onto your character, figure 40. This is before it is picked up. I applied two different textures to show the difference.
    • Now hit g or the Projection Master button and press pickup now. Now the texture is applied to your character, figure 41. Now a texture is going to get slightly blurred when you pick it up. Sometimes worse than others depending on your texture, my gun for instance.

 


Figure 40: The textures applied to my model in Projection Master before it is picked up.

Figure 41: The model after picked up. Some textures might get slightly distorted, it just depends on the texture. Look at my gun.


 

Next