With ZBrush 's built-in plug-in "Projector Master" and "polypainting" texture maps, texture mapping can be quickly achieved. This article will introduce the application process of the two methods.
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There are two ways to draw textures in ZBrush:
Projection Master (projection Master): This is a basic texture system based on projection. The user will "drop" their model into the canvas and draw it, and finally pick it up from the canvas.
The concept of Projection master (projection master) is relatively simple. When you start the 3D model work, you activate projection Master, and the visible part of the model on the canvas is converted to Pixols (known as 2.5D). Each visible point of the model on the screen is simply deeply sampled and can be adjusted to reflect the depth, color, material, and so on for each corresponding pixol. The real model is now temporarily removed from the canvas, leaving a model based on the Pixol representation, which is the process of projecting the model onto the screen.
Polypainting allows you to work on a model surface without specifying a texture map.
Polypainting has the following additional benefits compared to the standard workflow:
1. The resolution of the texture map does not need to be determined beforehand, which is very valuable, if you find that an area of your model requires more detail, then you need a larger texture map, then you can simply transfer the surface of your model to a new larger map without the need to re-create.
2. Similarly, the mapping coordinates of the Uvs do not need to be determined in advance. If an unfolded UV is not satisfied, we can create a different UV and move the surface of the model to draw on the map.
3. Removing Uvs frees up more system resources and allows your model to have more polygon polygons.
To learn more about the ZBrush 3D graphics software, you can find what you want by visiting the ZBrush Chinese website.
How to draw textures in ZBrush