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TEXTURING MICHAEL2
Texturing a DAZ 3D Michael 2 Mesh using ZBrush and TextureMaster
BACK AND FRONT OPTIONS


Fig1


Fig2
The next stage involves Drop and Pick and a third button B+F. (Figure 1,)

This button allows you to apply your paint brushstrokes to both sides of a symmetrical object at the same time. For example, looking at the head in Figure one, with B+F selected (Teal colored) it will copy all brush stokes painted on the visible side of the head, to the hidden side.

If it is NOT SELECTED (Greyed out) it will only apply paint to the visible side

TIP: If you use this when painting a front profile you will end up with a face on the back of the head! Talk about eyes in the back of your head! Watch out!
You will need to become familiar and practised at switching this option on and off throughout the tutorial.

TIP: To ensure that the mesh is lined up correctly to use B+F, turn on PREFERENCES>DOTS. As you rotate the head around you will see it in WIREFRAME allowing you to precisely align things like ears.
COLOR SWATCH

On the TextureManager panel (Figure 1.) you will see a little 'C' near some color swatches.

If you hold the cursor over the canvas and press 'C' on the keyboard you pick up the color that is below the cursor. It puts a copy under the 'C' in the panel.

If you then press one of the arrows over or under the swatches this will take the color you chose and give you some gradients darker and lighter than the chosen color. This is a real help in quickly picking similar colors for the next exercise.
PAINTING THE HEAD


1. The head with a base color applied.


2. DROP the head and place the curor over it.

Hit 'C' on the keyboard and create a range of colors in the swatch area.

Pick a lighter color than the base and paint with the SIMPLE BRUSH using ALPHA BRUSH 7 or 8 with a low RBG INTENSITY and ZADD turned off (See the DRAW panel)

3. Use PICK, rotate the head until you have the back of the head showing.
Use DROP, paint some color.

4. Use PICK, Rotate back to the front, Use DROP, add a lighter color.


Tip: Keep the RBG Intesity low and try other ALPHA brushes

5. PICK, Rotate to a top view and DROP. Use a lighter colour again.

6. PICK, Rotate to front, DROP. Darken the eyes
7. PICK, rotate to a side view

TIP: Use PREFERENCES>
DOTS to allign

Use DROP.

Switch B+F on. Paint on the head and your strokes will be duplicated on the hidden side.
8. Repeat combinations of the above. Build up paint using different ALPHA's and vary the color.

Use Photographic reference if required.

9. Don't forget to switch B+F on and off as needed.
10. Add some color to the lips and darker areas around the eyes.

11. Add a six o'clock shadow around the chin using ALPHA 07





You may have noticed that each time you use PICK, the texture panel updates a small image representing the texure. This is infact the unwrapped texturemaps that you are painting on each time you pick the object off the canvas.

As you can see, it is using the head's UV co-ordinates to apply the colour to the un-wrapped mesh. The image shows areas that represent the eyebrows, ears, tongue, teeth etc.



-Use TEXTURE>EXPORT and save the texture as a PSD or BMP.

-Resize your canvas to 2048X2048 in hte DOCUMENT panel.

-Select FLAT Material from the MATERIAL panel

-Import the PSD or BMP back into the document

-Use the 2D Brushed to paint the Tongue and teeth in appropriate colors as required.

-Use MRGBZGrabber to grad the whole canvas and convert it back to a TEXTURE.

-Export the Texture.


You can now use this Texture in Poser on the DAZ figure that you started with. WHat you may find is that you need a bump map to make the head more realistic.

OOOH! TextureMaster can help there too!

MAKING A BUMP MAP FOR POSER OR LIGHTWAVE

So you now have a texture map that conforms to the UV co-ordinates for your chosen head.

This section shows you how to make a BUMP map or DISPLACEMENT map that matches your Texture Map.

In the TEXTURE PANEL press MAKE ALPHA which converts the texture into an Alpha greyscale.

Then use MAKE TX which sends it back to the Texture panel.

If your head is still in EDIT mode you can apply the greyscale to the head as a texture.

You can now repeat any of the steps on this page to (DROP, PICK and B+F) to add dark lines, pimples, creases, spots, noise, etc.

Once complete, export the Texture and use it as a bump map for your DAZ Head.

  USING THE HEAD IN ZBRUSH  
  Of course, you could just use the head in ZBrush and not bother going to Poser with it. This example below is the head we created above with a basic material, and another with a more complex MATERIAL applied to it in ZBrush.  
 




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