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:
