i dont know man, i would love if all this could be nicely done in zbrush without using other softwares but its so clumsy. Pixologic need to work on these features in the future definitely
@DigiPen92 Жыл бұрын
Well, you have to get use it when matching stuff for the textures. 3D Modeling is hard work to pull it correctly the way you wanted to apply for the textures.
@fractalelement8574 жыл бұрын
2:47 i suggest you to paint with "Paint" brush.
@monicagreco55772 жыл бұрын
finally my youtube algorithm is working
@WarriorOfModernDeath3 жыл бұрын
Wow :O
@ulipr24114 жыл бұрын
would this work with zbrush 2018?
@fractalelement8574 жыл бұрын
no, i tryed it. It's in newer versions of zbrush
@HanSolocambo3 жыл бұрын
Why don't you use ZBrush 1972 instead ?
@user-ht3gr6lp7h3 жыл бұрын
3:02 I am painted white
@user-ht3gr6lp7h3 жыл бұрын
oh!..work
@michaelsheer36914 жыл бұрын
WHY WHEN I OPEN "UVMAP" morph uv function is disabled
@MichaelPavlovich4 жыл бұрын
Do you have UVs on your object?
@fractalelement8574 жыл бұрын
its because your model doesn't contain uv coordinates/information
@brenokisch2 жыл бұрын
is it possible to export the morphed texture uv?
@MichaelPavlovich2 жыл бұрын
sure, how to go about it depends on what you mean by export - if you're talking about exporting the flattened geometry, while it's in the morphed state, just export it and it'll export the flattened geo. If you want to export the textures, just go to tool - texture - create - new from polypaint, Clone Txtr, then Texture - export. If you're talking about the UV wireframe on texture, do a create - new from UV Map with polyframe turned on (shift+f)
@brenokisch2 жыл бұрын
@Michael Pavlovich i've imported a Irisdescence material and i want to export the baked version, but if i try the photoshop option, it will get distorted and the morph uv showed the uv map more uniform, thats what i mean. i will try thanks :)
@Domzdream4 жыл бұрын
Hi Michael. Can you pleeeeeze help. I've been rackign my blimmin brian with this. And I've been trying to google this specific problem but I cant find a solution. Here it is: After I import a shape from maya as an obj, I firstly press morph target, to retain the original form before I make a normal map. Then I press to subdivide and increase the topology to sculpt detail. Now I try to make a NORMAL MAP. But....here's the problem. The UV's shrink where I need them to remain exactly where they were. I basically need the cage of the UV's original shape to remain pinned! I get it that there will be a more complex UV mesh occurring but I don't want the UV's borders and shape to shrink as well. How do I go about doing that. I've been exporting and pressing this and that all day, but I know it's a simple press of a button or something somewhere. Any advice? Thanks!
@MichaelPavlovich4 жыл бұрын
right next to the big divide button, and underneath the Smt button (on by default) under the Geometry menu, there's a Suv button - as long as that isn't pressed, your UVs shouldn't smooth? it's off by default, which is why i'm not sure if this is going to help or not
@Domzdream4 жыл бұрын
@@MichaelPavlovich Hm. I'll give it a go.
@Domzdream4 жыл бұрын
@@MichaelPavlovich Nah, it's still doing it. It can't be an export option form maya, right? I mean, it's a basic OBJ export from maya. It's really strange. Maybe it's a glitch?