Texture Maps
From ZBrush Info
Four new features have been added to the Texture Map menu:
- Clone Texture which will make a copy of the current texture and add it to the Texture palette. This lets you export your texture or perform other operations from the Texture palette.
- New Texture which creates a blank texture of the size specified in the UV Map menu.
- Transparent button, which transforms the pure black color of the current loaded texture to a transparency. This button is only clickable when a texture is loaded and Texture On is pressed. Black must be absolutely pure to be rendered as transparent. That means an RGB value of 0,0,0. If you use Photoshop in your texture-creation pipeline, it is recommended to turn off its antialiasing functions as they cause edges to be blended away from pure black.
- Antialiased button, which gives a more accurate look and less pixelized aspect to the loaded and displayed texture. This button is only clickable when a texture is loaded and Texture On is pressed.
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Load a texture and display it on the current ZTool (or SubTool)
- Before applying a texture, check if your ZTool has UVs, by clicking on Tool >> Texture Map >> New from UV Check button.
- In the Texture palette, click Import and choose the texture to load from disk.
- In Tool >> Texture Map menu, click on the empty texture map thumbnail to display the texture popup window. It will display all the default textures, and at the top of this window, in the User Textures field the previously loaded texture. Choose the desired texture.
- Now you should have your texture displayed on your model or SubTool.
Create a texture from ZTool information
Before creating a texture from the ZTool information, check if your ZTool has UVs, by clicking on the Tool >> Texture Map >> New from UV Check button.
Click the button you want:
- New from PolyPainting: applies painting from your Tool to create a texture.
- New from masking: applies masking from your Tool to generate a grey scale texture.
- New from UV Map: Allows you to check the integrity of the Tool’s UVs by creating an RGB map. Any discontinuity of colors indicates a seam in the UVs.
- New from UV Check: generates a grey scale fill of your UVs. Red will indicate an overlap of UVs. This will cause issues when texturing and generating displacement maps. It is recommend to fix these areas before beginning to PolyPaint or generate a difference map.
- New from Vertex order: Assigns a color to each vertex. Use this map to verify that there has been no vertex movement after re-importing from an external application. Note: Generate a Vertex Order map before exporting to layout UVs. When the tool is re-imported generate a new Vertex Map. If there is no difference between the maps then there has been no vertex movement.
- New from Poly order: Assigns a color to each polygon. This map is used the same way as the Vertex Order map except that it shows the polygons which have been affected. It is recommended to generate this map before exporting to verify the polygons when re-importing.
A new map is generated and displayed on the current ZTool.
If needed, click on the Tool > Texture Map > Clone Texture button to duplicate this image in the Texture palette, which will allow you to export this map.
Convert PolyPainting from a texture color map
Before applying a texture, check if your ZTool has UVs by clicking Tool >> Texture Map >> New from UV Check button.
- In the Texture palette, click on Import and choose the texture to load from your computer.
- In Tool >> Texture Map menu, click on the empty texture map thumbnail to display the texture popup window. It will display all the default textures, and on the top of this window, in the User Textures field where the previously loaded texture will be seen. Choose the desired texture.
- In Tool >> Geometry menu, make sure to divide your Tool up to enough polys to capture the painting information.
- Click on the Tool >> Polypaint >> Polypaint from Texture button to convert your texture to a PolyPainting.
- Click on Tool >> Texture Map >> Texture On button to display only the PolyPainting, turning off the previously loaded texture.
Creating a Texture Map which includes HD Polypaint
The creation of a Texture map which includes the HD Polypaint is the same as a traditional texture maps, except that the HD Geometry slider must be at the maximum value and the Geometry Subdivision slider most also be at the highest level. When the map is created ZBrush will capture all HD polypaint to be applied to the Texture Map.
Note: Before extracting the PolyPainting from a texture map, ensure that your ZTool or SubTool has a polygon density which is close to the number of pixels in your texture. For example, a 1024x1024 texture has approximately 1 million pixels. This means that a model would require at least that many points in order retain the same image quality.
