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TEXTURING MICHAEL2
Texturing a DAZ 3D Michael 2 Mesh using ZBrush and TextureMaster

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USING TEXTUREMASTER


The best way to learn to use TextureMaster is by firing it up and following the 'show and tell' button (Figure 1). As TextureMaster is actually a ZScript, Pixologic have included a comprehensive set of built in tutorials that show you how to use all the features in TextureMaster.

This tutorial focuses primarily on the `drop and pick' features and the use of the B+F button


Fig1.
 
LAUNCHING TEXTUREMASTER

To make the TextureMaster ZScript available to use you can call it from your ZScript directory by using:

ZSCRIPT>LOAD and use the dialog box to locate TextureMaster.txt.

Once loaded you will be presented with the TextureMaster panel (See Figure 1.)

Select your DAZ head from the tool panel and place a copy into the document window by clicking and dragging out to the size you need.

Press 'T' to enter EDIT mode and drag away from the head to rotate it into a suitable position for texturing. A front profile is a good starting point. At this stage it will be colored with what ever color you have currently selected in the COLOR PANEL

TIP: If you have BLACK selected in the COLOR PANEL your head will be invisible against the default black background. This is a common problem for new users as they think the head has vanished. Simply click any other color from the COLOR PANEL.

I use a grey background color similar to the default interface (See Figure 2.)



Figure 2.
We can now give the head a base color, or undercoat. Any one familiar with painting metal figures will be used to doing this as it is common to undercoat a figure with either a dark color or a light color depending on the required end result. As we are looking to texture a head and want dark, flesh colors in the deep recesses and creases, we can choose a dark brown color.

TIP: It is very difficult to get rid of the base color from all areas of the head so get it right first time! If you choose a wrong base color you will spend more time texturing to change it.

- Pick a suitable color from the COLOR PANEL.

- The head should update with this color in the document window
. (See Figure 2.)
SETTING UP THE TEXTURE

The head, although at this point you can't tell, has UV coordinates attached to it already. As with most imports from poser or commercial meshes (e.g.. Michael) the UV mapping is done for you.

NOTE: If you had created the head in ZBrush it would create it's own UV mapping.

The first thing to do to create a texturemap is tell TextureMaster how big you want the texture to be.

In Figure 1 you will see a 'Texture Size' slider. Click into it and type 2048 and hit ENTER.

This sets the initial size of the texturemap to 2048 pixels x 2048 pixels, more than ample for the job ahead.


DROP AND PICK

To begin texturing we need to explore the DROP and PICK buttons. Most of the next section involves using these buttons a great deal so some practice can be helpful.

1. Press on the TextureMaster panel.

This will run ZScript commands in the background that FLATTEN your head onto the canvas in the position it currently sits in on screen. If you have placed your head as per Figure 2 it is now flattened in that profile.

You can now use any of the 2D Brushes found in the TOOL PANEL to paint, smudge, blur, intensity brush etc. onto the image. It will 'project' your brush strokes onto the head.

The main brush I use in this tutorial is the SIMPLE BRUSH with a range of different ALPHA's. See figure 3. We will explore the use of these ALPHA's throughout the tutorial.


See figure 3.


2. Press on the TextureMaster panel.

This will 'pick' the head back off the canvas and project your strokes onto the head in full 3D. You can now rotate the head as before. Reposition it at a different angle and use DROP again. Repeat 1 and 2 as needed building up the texture

TIP: Try this now. You will need to be very familiar with this procedure as you will be doing it many times in the next stage.

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