Project image references and composite onto your model

We are starting with a model that already has UVWs laid out in 3ds Max.

 

Plus ... you will need side, front, back, and three quarter photo references of a model ... either shoot them yourself, or buy them from http://www.3d.sk/

Export your model from Max to an obj and
import as a tool into ZBrush.

These are the essential steps we will be repeating:

1. Load texture for front side or quarter view

2. Crop and fill canvas

3. Position the model

4. Ctrl N to clear the background texture

5. Drop the model
(Be aware if double sided is wanted or not)

6. Activate the plane tool and side view texture

7. Run Image Plane/Load Image

8. Essential Settings
RGB = on
Z intensity = 0

9. Turn on Edit mode
(This projects the image to the model)

10. Move tool to adjust image to model

11. Pick up the model

12. Export the texture to PSD

13. Clone the texture to start the next texture, and as a backup

14. Composite textures in PSD

15. Apply composited textures to the model

Here it is in detail:

You will need to download and install

Image Plane and optionally
Texture Library

Downloads and install instructions from Pixologic

Image preparation

To make life easier,
I am cropping and scaling my
front, side and perspective images
(in Photoshop)
to the same dimensions

Texture Library

Load textures

Select the side view

Crop and fill

Zoom out

If you have hi-res images you might need to increase this preference:

With texture off ...

Position the model

We have a model we exported from max.

Here are the UVs made in Max:

Draw and move/scale model into position

Ctrl N to clear the background texture

Drop the model.

Image Plane

This plug-in will create a 3D plane the size of the canvas and put the current texture on that surface.

(ZBrush will ask you if it is OK to create a default texture ... Yes!)

Select the side view texture ...

(If you don’t see it, select another tool)

Hit Load Image ...

Drop the model

The plugin requires that you drop the model ...

What has happened is, a plane is created with the texture ...

 

Essential

Do this before the next step:

RGB = on

Z intensity = 0

Turn on Edit mode

After turning on RGB and
setting Z intensity to 0,

Go to edit mode

Magic!

Move

Hit the move button

And edit points ... (back of neck shown ...)

 

 

Pick up the model

Petty close ... pick up the model ...

This is the texture we created from our side view

(based on uvs made in Max) ...

They are flipped, and, the shoulders are omitted

  

Three Quarter View

Clone the texture first ...

Same routine ...

Apply the side view texture to the model and

rotate/position

Tip – dots display is very useful to get a see-thru wireframe

 

Essential

Do this before the next step:

RGB = on

Z intensity = 0

Turn on Edit mode

After turning on RGB and
setting Z intensity to 0,

Go to edit mode

Magic, again ...

Tips

If the plane inadvertently rotates

it means you did not select a vertex of the plane ...

Ctrl Z and try again ...

It is alright if the wireframe appears briefly, only you do not want it to rotate

Tip if the wireframe is annoying,

turn off dots display ...

If the plane/wireframe does not give you enough vertices to push/pull into position,

Ctrl D = subdivide.

Clone this material.

This is important so you do not overwrite your material when you save the tool.

Plus, you will be modifying this texture for different views.

Export that texture to a PSD file.

Now I have 2 file to work with.

We will be compositing them later.

Now we go on to crop and fill the front image

Position the model

You might need to get in very close to push, even distort, the image into the model shapes

You will see you are moving the vertices around on the plane tool

Drop the model

Export your texture to a PSD.

Open and composite all in Photoshop

All pasted into one file

(Also rotated 180 degrees)

Working with the views, basically erasing unwanted stuff ...

Applied in ZBrush ...

(Had to flip H and V when importing the texture ...)

Correcting various discolorations ...

It is a lot of fun to update the PSD file and import to ZBrush and see the results

 

When you make corrections in the PSD file, and save as a jpeg of the same name to over-write the jpeg imported to ZBrush, ZBrush will update that file, same as the way 3ds Max works with textures.

Tip – you might need to go back to Max, to confirm where your UV faces are located.

 

We need to map the top

and the back of the model:

Adding 2 more images ... we have a nice top but only a turned back image ...

Step by step, we get a more informed image ... this shows the top ...

Keep the top layer on top ...

 

Now on to the back ...
the hair is being pulled to a center, it will need more modeling later to pull it back ...
for now, just get the hair to pull into the center ...
take it as far as you need to for your pose ...
if it is for a game or a model rotation,
it has to be perfect from all angles and views ...

 

bringing in sculptural detailing, jewelry, eyes and clothing will be for another day ...