Projection Master

G = Projection Master

Dropping sets down your 3D object temporarily to a 2.5 D space.
Here you can apply levels of detail that will result in a texture.

Projection Master converts the visible portion of your model into pixols on the canvas.

Being able to use any paintbrush to affect the final geometry of the model opens up a huge number of possibilities. For example, you could use the Blur brush with Rgb turned off to smooth out a section of the model that is too rough.

Pixol to Polygon Ratio
Before "dropping" your model, you scale it first so that the area of a visible polygon is approximately equal to the area of a pixol on the canvas.

Many of the options in Projection Master take place when the model is picked up. As a result, you many not see the results of these options while you are texturing and detailing. See: http://206.145.80.239/zbc/showthread.php?t=27680&highlight=pixol+pixel+ratio

Create a texture
First thing to do is create a new texture ... the main thing is to specify the dimensions:

Hit G to drop ... and paint a line ...

With projection master, you are making a texture whenever you “pick up” ... hit G again.

Repeat the process ... make dots ... when you pick up, you can see the texture update

Snapshot and move paint areas around to clone tiles

 

RGB 100, Z off

To model in PM ... deformation is where you get the very fine sculpting details ... normalized pulls polys away from the at a perpendicular manner ...

 

The one that appears to bulge out is normalized:

Painting with RGB and Zadd ...

Pick up ...

Double sided and fade off will paint the same on each side of the mesh, including the hidden side.

Or ...

 

Zsub with RGB

Don’t forget to keep deformation on when you pickup

 

Baking Materials

Using the Shade option we can bake surface shading produced with the use of materials into textures, for export into other programs.

Turn off all but the main light, and positioned that so it shone directly from the viewing position. (See the Light Palette.) This effectively eliminates shadows.

The texture can now be exported and used in other programs.

This shows a materials without any UVs set ...

This one with adaptive UVs, shown in ZBrush:

The material (before being flipped vertically)

 

The 2 materials on the mesh rendered in max with no lights, 100% self-illuminated: