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ImagePlan X


Gość TMaros

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Gość TMaros

Witam wszystkich

Jestem bardzo początkującym ZB'owcem z małym problemikiem

Googlowałem, oglądałem filmy i nie udało mi się pozbyć kłopotu.

Chodzi o ImagePlanX a raczej o przypisywanie koloru i textury róznym obiektom.

Nie potrafię sobie z tym poradzić.

Problem wygląda tak:

zbrush.jpg

 

Z kolorem jako tako sobie radzę ale textura przypisuje mi się zawsze obydwu obiektom

 

W Zbrushu texturowanie jakieś dziwaczne jest, i chwilowo nie bardzo

rozumiem o co kaman.

Prośba o odpowiedź albo jakiś link.

 

Jak przypisać kolor a przede wszystkim texturę poszczególnym obiektom w scenie,

tak aby każdy obiekt miał swoją teksturę?

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1. Initialize ZBrush and start a new session.

2. In the Tool palette, click the Load Tool button and then browse the file system and find

the imagPlaneX.ZTL tool in the C:\Program Files\Pixologic\ZBrush3\ZTools directory.

3. Draw the object on the canvas and switch to Edit mode.

4. Rotate the object by dragging on the canvas. You may notice that parts disappear as

you rotate. This is because the object is single sided. Click the Double button in the

display options so that all sides of the model are visible.

5. From the material inventory, choose the Fast Shader material and set the color to

white.

6. Open the texture inventory and click the Import Textures button. Browse to the

C:\Program Files\Pixologic\ZBrush3\ZTools directory and choose the imagePlaneX.PSD

texture.

7. The texture is mapped onto the planes. The text displays which is

the front and which is the side. This particular texture can work as a guide for creating

your own reference texture.

If you open this texture in a paint program such as Photoshop, you can add a new

layer and replace the Front and Side text with your reference drawing or photos. Make

sure you place the reference drawings carefully so that they match up correctly when

mapped to the planes.

8. In the Texture palette, click the Load button and browse to the Chapter 5 directory

on the DVD. Load the skullReference image. Choose the skullReference texture in

the texture inventory, and the front and side texture will be replaced with the simple

skull drawing. Your own reference images can be as simple or as detailed as you like,

but it’s a little easier to model using a simple sketch with bold lines (Figure 5.32).

9. From the Tool palette, load the PolySphere tool. If you get a warning message about

the size of the texture, you can safely ignore it.

10. In the Tool palette, select the imagePlaneX tool; it should appear on the canvas in

Edit mode. In the Tool palette, expand the Subtools subpalette. Click the Append

button at the bottom and choose the PolySphere tool to add it as a subtool.

11. Immediately you’ll notice several problems—the PolySphere tool and the reference

plane tool may not be aligned properly, and the skull drawing is applied to both objects

(Figure 5.33). Materials and textures applied to a tool will also be applied to all of its

subtools, but this can be changed. To fix the alignment problem, select the PolySphere

subtool in the Subtool subpalette, expand the Deformation subpalette, and click the

Unify button. This will cause both subtools to have the same pivot, orientation, and

size (Figure 5.34). Make sure the X, Y, and Z toggles are activated on the Unify button

when you click on it.

12. In the Subtools palette, select the reference plane subtool. Click on the Eyeball icon

next to the PolySphere object to hide the polysphere.

13. Expand the Geometry subpalette. Deactivate the Smt button and click the Divide

button four times to give the tool a total of five subdivision levels (Figure 5.35).

Turning off Smt will prevent the planes from being smoothed as the subdivisions are

increased. Subdividing the planes will not affect the PolySphere subtool. SDiv levels

for each subtool are independent of other subtools.

Subdividing the reference plane is important because you will be converting the texture

applied to the plane into a color. Colors are mapped to the vertices of 3D tools.

Therefore, the higher the number of vertices/polygons, the higher the resolution of

the color applied. By subdividing the planes, you ensure that the reference

images will be clear.Subtools share the same texture but they can have different colors. By converting

the skull image from a texture to a color, you can prevent the skull texture from

being applied to both the planes and the polysphere. The difference between

applying a color and applying a texture to a 3D tool may be confusing at first. A

texture is an image file, like a PSD or a TIFF, that is mapped to the surface of a 3D

tool. The resolution of the texture (number of pixels) is independent of the resolution

(number of vertices) of the 3D tool. A color is simply an RGB value applied to

each vertex of the 3D tool, so the resolution of a color painted onto a 3D tool is

determined by the number of vertices in the tool. If you convert a high-resolution

(lots of pixels) texture that has been applied to a low-resolution (few vertices) 3D

tool into a color, the image will become blocky when it is mapped to the vertices

of the 3D tool.

14. Open the Texture subpalette of the Tool palette (not the Texture palette from

the menu bar). Click the Txr>Col button (Figure 5.36). The skull texture is converted

to a color and applied to the planes. The texture no longer appears on the

polysphere.

15. The reference image is now obscured by the PolySphere subtool. To

fix this, activate the Transp button on the right shelf. The currently

selected subtool will become partially transparent, allowing you to see

the image on the reference plane (Figure 5.37).

16. Use the rename button to name the reference plane subtool “reference

plane,” and the PolySphere subtool “skull.”

__________________________________________________________

jako refka pojawia się tu kaurat czaszka /skull/ , ale to bez znaczenia.

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