How to use the ZBrush texture (Texture) editor

Source: Internet
Author: User
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The zbrush Texture Editor is specifically designed to adjust the surface texture of the model, which is also a very important and essential link. Today I will give you a detailed introduction of the various controls inside.

  

The object texture must be loaded separately, after the object is imported, enter the texture (texture) dashboard and select Import (import) in the directory to guide the texture to the object.

Some texture maps can be inverted, depending on the file format, and reversed by FLPV (vertical flip) in the simple location of the texture (texture) control board.

  Tool (Tools) control Board >modifiers (Modify) >texture (texture) sub-control Board

  Colorize (color)

Fills each polygon with the selected color.

  Grd (gradient)

Gradient: blends the color between adjacent polygons.

  Uv>texture

This button converts the object's uvs into a shaded texture, and can be saved or viewed in the texture for this UV Mapping.

  Txr>col (Textures > colors)

Using the existing textures to directly color the mesh, no texture map is required to use the mesh type, and each polygon specifies a color.

  COL>TXR (Color > texture)

Creates a texture map based on the coloring of the current object.

  Guvtiles (Group UV tile)

The ZBrush 2 uses the groundbreaking mapping axis dismantling technology Group Uvtiles (guvtiles). This technique is similar to the previous Adaptive Uvtiles, which will be used to calculate the minimum distortion of the model. But it is no longer a face-to-face calculation, but according to the model group analysis, try to keep the same group of faces in one piece. This method works well when computing the model of a triangular polygon schema, because the triangles are not distorted by the calculation of the disassembly.

  Auvtiles (Adaptive UV tiling)

Only polygon mesh objects are available (imported objects or objects created by skinning or by multimarker (multi-marker) >makepolymesh (making polygon meshes), changing the current UV map to accommodate UV tiling, This revolutionary form of UV mapping opens each polygon separately on the texture map, which causes the texture to be indistinguishable from the naked eye, but using the 3D texture scheme is ideal such as ZBrush's texturemaster (texture marker), texture creation uses this method to have less distortion than any other UV mapping technology, For more information on auvtiles (adaptive UV tiling) See the detailed description section of the texture (texture) control board.

  Auvratio (Adaptive UV tiling ratio)

If the slider is set to 1 (the default), each polygon accepts an equal-sized texture portion, and if the slider is set higher than 1, the larger polygon accepts a larger portion of the texture space, which helps prevent distortion due to changes in polygon size, more about auvratio (adaptive UV tile ratio See the detailed description section of the texture (texture) control Board, only the polygon mesh object is available.

  Uvtile (UV tiled)

Only polygon mesh objects are available, changing the tiling of the current UV map, by specifying the same image to each polygon, the map copies the currently selected texture to the object multiple times.

  UVC (UVC cylindrical)

Only a polygon mesh object can be used to change the current UV map to a cylindrical shape.

  UVP (UV plane)

Only polygon mesh objects are available, changing the current UV map to planar shape.

  UVS (UV spherical)

Only polygon mesh objects are available, changing the current UV map to spherical.

  Hrepeat (horizontal repetition)/verpeat (vertical repetition)

Sets the number of times the texture will repeat horizontally or vertically on an object, with a default value of 1 and a range of 1 to 32.

  Fsborder (fixed seam boundary)

Only polygon mesh objects are available, setting the adjustment width for the next fixed seam operation.

  Fixseam (fixed seam)

Only polygon mesh objects are available, and this button does not separate polygons when drawing edges so there is an artificial seam phenomenon in the background.

More tutorials:http://www.zbrushcn.com/support.html

How to use the ZBrush texture (Texture) editor

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