Tutorial:ZProject and Adjusting Photo Reference
From ZBrush Info
This tutorial shows how a photo reference can be applied to a model using the ZProject brush. The advantage of this method is that you can adjust the photo reference to fit your model before transferring only those areas that you want.
- This tutorial uses the Image Plane plugin available from the Download Center.
- First load the model you want to texture. Draw on the canvas and press T to enter Edit mode.
- To better see what you are doing, select a white material such as FastShader. Avoid using a MatCap material so that you can adjust the Lights if necessary.
- Select the subtool you want to polypaint and in the Tool:Polypaint subpalette, turn on Colorize.
- Now load your photo reference by clicking the LoadImage button in the Texture:Image Plane subpalette. (If no texture is selected Image Plane will ask you to choose a file; if a texture is selected it will load that texture.) The Image will be loaded into the background.
Note: The point of loading an image using the Image Plane 3 plugin is so that the plane is initialized to the same proportions as the image - this helps with the next stage.
Extra step when using ZBrush 3.2 for Mac OSX : select the Plane3D_1 in the Tool palette, then make it a polymesh by pressing the Tool:Make PolyMesh3D button. Next assign the reference image to it by clicking the Tool:Texture Map thumbnail and choosing the image from the popup. Now switch back to your model.
- Clear the background by pressing Ctrl+N.
- In the Tool:Subtool subpalette, click Append and choose the Plane3D_... from the popup (Note it will have a number such as 'Plane3D_1'). There may be several Plane3D_ - choose the last one in the line. If following the 3.2 Mac OSX method you should choose the PM3D_Plane3D_ ztool.
- Switch off all subtools other than the Plane3D_1 and the target mesh. Switch on subtool transparency by pressing the Transp button in the Transform palette. (Switching off Ghost - if necessary - may give a clearer view for this method.) You should now be able to see your photo reference through your target mesh.
- As the Plane3D_1 is not a polymesh it's not possible to use Transpose for positioning. Using the Offset and Size sliders in the Tool:Deformation subpalette, adjust the size and position of the Plane3D_1 so that it best fits the target mesh. For Offset, click the little x, y or z to move left to right, up and down, and forwards and backwards. Move the plane back so that it is positioned about in the middle of the target mesh. There's no need to be precise. When you are happy with the size and position press the StoreMT button in the Tool:Morph Target subpalette. This will mean you can always return to the plane's pristine state.
(For 3.2 Mac OSX method you can use Transpose if you prefer.)
- If you are working with a side view it will be necessary to rotate the Plane3D_1. Select the Rotate slider in the Tool:Deformation subpalette, click the Y (and click off X and Z) and enter plus or minus 90 degrees.
- Make sure the mesh is positioned square on the canvas. This is important as polypainting using the ZProject brush only works in the Z direction (back and forth from the screen plane). SHIFT+click the RePos button in the Image Plane subpalette to store the position.
- 3.5 PC method - Switch on Edit Move mode (press 'w'). 3.2 Mac OSX method - Select the Move brush from the brush palette. You will now be able to adjust the detail of the photo reference by dragging inside the plane. If you drag outside the plane boundaries you will move the whole model; press the RePos button to reposition the mesh. Adjust brush size to drag larger areas but Note that too large a brush size can cause problems.
- When you are happy with the adjustments, select the target mesh in the Tool:Subtool subpalette.
- Press Q to switch to Draw mode and select the ZProject brush. Make sure that RGB is switched on and Zadd is off. Also subtool transparency can affect the result, making the transfer painting dark, so switch off the Transform:Transp button.
- Paint over the mesh to transfer the color. Aim to leave soft edges that can be blended later.
- To continue with the sides, a new texture will need to be loaded. The simplest way to do this is to make sure all your photo reference images are the same proportions. Then you need only do the setup steps once. If your next Image is the same proportions, select the Plane3D_1 subtool and then press the Tool:Morph Target:Switch button to restore the plane to its undeformed state. Press the DelMT button and then the StoreMT button to store a new morph target in case you need it later. Import the next photo reference image into the Texture palette if necessary, then click on the thumbnail in the Tool:Texture Map subpalette and select the image from the pop-up.
- Use the Tool:Deformation slider to rotate and position the plane for the side view. Adjust the Size and Offset if necessary.
- When ready, continue transferring the image with the ZProject brush. When you have transferred all you photo reference areas you can blend the edges together using Std brush polypainting.
Troubleshooting
- The Image doesn't transfer:
- Check that Zadd is off.
- RGB is on.
- Colorize is switched on for the target mesh.
- The polypainting appears dark:
- Switch off subtool transparency.
