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
Here it is in detail: You will need to download and install Image Plane and
optionally Downloads and install instructions from Pixologic
Image preparation To make life easier,
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 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 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
...
bringing in sculptural detailing, jewelry, eyes and clothing will be for another day ... |