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Part 1: Modelling

I’ve been spending more time lately learning how to use Zbrush to sculpt and texture objects for Second Life. I love the way that ZBrush works – it’s the closest thing to having a big lump of clay on your desk. I’ve learned a few tricks recently that make it easier for me to create sculpted prims, including texturing the object right in Zbrush.

Here’s a video tutorial/demo that shows how I create, model, texture and convert an object for use in Second Life. The whole tutorial is nearly an hour long so I broke it up into two parts. This first section shows my modelling process, the next will show how I texture my objects. For this how-to I’ll be making a realistic Amanita mushroom, from sphere to finished SL object.

For converting the ZBrush object I use a free program called Sculpty Maker that was made by SL resident 2K Suisei. This little program does a fantastic job of convert the shape to a sculptmap. It was the final piece of the puzzle that allows me to use ZBrush for the entire sculpting/texute workflow. You can find it on the SL forums in this thread.

Part 2: Texturing

In Part two of this tutorial I show how I use the ZProject tool to texture the object using a photo as a reference. I also show how you can easily create a shadow/ambient light map using a spiffy plugin called Material Baker by David ikeda.

By the way, you can download a free, 30 day demo version of ZBrush at the Pixologic website.

 
104 Responses to “Video: Creating Sculpted Prims with ZBrush 3”
 

Great tutorial, you helped me find the specific pipeline i’ve been looking for, after much zbrush frustration (though the program is phenomenal, I’m sure you agree :)

i do have one tip, the touching up of the white spots in photoshop, can be done much smoother (for bigger errors or perfectionists) by using Flaming Pears free Solidify B tool, it’ll fill up transparent sections with a smooth texture. Again, great job!

Harke Hartnell wrote on February 15th, 2008 at 6:22 pm

 

Hi Harke,

Glad that you found the video useful. I’m sure there a better and/or different ways to do most of this stuff, but these methods are producing good results for me. I’m still trying to get my head around the ZBrush tools, very interesting how they have melded 2D and 3D work.

The Flaming Pear Solidify plugin is a great tip. I’ll give that a try next time I have a big gap in one of my textures.

Vlad Bjornson wrote on February 16th, 2008 at 2:25 pm

 

I just wanted to say -thank you- so much for this tutorial vid. I’ve been playing around with a bunch of 3D modeling programs and had the most fun with Zbrush, unfortunately, as with all the programs, I was struggling on how to figure it out. This video was so amazing and you were very informative on your instructions. I would love to see more videos.

Once again, great job, and the Mushroom turned out wonderful.

Kis.

Kismet Muromachi wrote on February 19th, 2008 at 3:40 pm

 

Thanks, Kismet. :)

ZBrush is a blast, and the more I use it, the more I understand where it’s ‘coming from’. hehe Sure is different than most 3D apps. Can you imagine if we had a similar sculpting capability inside of SL? Seems like a prefect fit…

Vlad Bjornson wrote on February 19th, 2008 at 4:27 pm

 

I’m curious as to how you setup your workspace for it. You did a couple of things in video two where I wasn’t quite sure how you pull them off because I went to go to the various areas where that tool was but my zbrush 3 looks different than yours.

Atrus wrote on February 20th, 2008 at 7:14 pm

 

Hmm.. I pretty much use the default ZBrush interface. I actually haven’t changed anything since I am still learning and want to make sure my setup is as close to possible as the default. Figured it would help for tutorials.

Any spot in particular where I threw you off? Maybe I can describe what I was doing…Next time I will try to make my button presses and such more obvious.

BTW, I am using ZBrush 3.1, which looks a bit different than v3.0

oh..It’s also possible that you have the limited interface active, although not quite sure what it is called. Maybe Rapid UI? It’s a simpler version of the interface that is the default when you first start using ZBrush 3.

Vlad Bjornson wrote on February 20th, 2008 at 8:09 pm

 

Thanks you so much for spending the time to make this video. I just got zbrush today and am hoping to use it for second life. I was wondering how to get sculpties onto second life though. I haven’t had any success at finding a converter from .obj files to sculpties. I tried to find the 2k suisei program but couldn’t find it. Can you point me to it if it’s still around? I’m loving the potential of zbrush as much as you seemed to when you made the video. Can’t wait to do some sculpting, lol. Thanks again!!! It’s really awesome when people like you take the time to teach others.

Sion wrote on February 21st, 2008 at 2:23 am

 

I did a bunch of searches on the SL forums with 2k Suisei and sculpty converter and I found. I can’t remember the exact link anymore though. Just keep searching the forums i’m sure you’ll find.

Vlad as for as the lay, I’m pretty much using the default 3.0; I’m starting to think that, thats what was confusing me. I think there are just enough fundamental differences from 3.0 to 3.1 that it was throwing me off and making it harder for me to texture my object. Like for example when I wanted to move me object offset a little so I could see, instead of it being half way behind the background texture. It would actually change, or edit the object itself instead of moving it.

Atrus wrote on February 21st, 2008 at 2:53 am

 

I updated to 3.1 and everything looks fine. However when I was texturing I ran into an issue. When I went to go to color>texture it was all grayed out so I hit enable Uv. then hit color>texture and all I got was a blank texture and it made my object black.

Atrus wrote on February 21st, 2008 at 4:42 am

 

I had a weird little issue too. After I put the mask on the sphere, ctrl+ clicked to smooth out the mask, and started to minimize the size from the deformation options.. i didn’t turn out like that whatsoever.. i saw you had X Y Z selected.. but to get somethin even remotely to look the way you did.. I had to deselect Z. Any idea on what i’m doin wrong? (btw i have 3.1)

Kismet Muromachi wrote on February 21st, 2008 at 3:32 pm

 

You know, Have any of you ever used ventrilo; this is kind of a strange side note. But I think it would be cool to have a little pow-wow on ventrilo and discuss some of the interesting features of zbrush. I’m really digging this program so far. Its a little hard to get at first but slowly its coming to me.

Atrus wrote on February 21st, 2008 at 4:08 pm

 

2k’s sculpty converter is in this Forum thread on post #26:
http://forums.secondlife.com/showthread.php?t=225856&page=2&pp=15

Direct link to the attachment:
http://forums.secondlife.com/attachment.php?attachmentid=41384

For folks who can’t access the forums, I will ask 2k if I can host the files here on this site…

“when I wanted to move me object offset a little so I could see, instead of it being half way behind the background texture.”

Make sure there is no mask applied to the object when you are trying to move it up above the canvas. You want this to effect the entire object.

“When I went to go to color>texture it was all grayed out so I hit enable Uv.”

I had this problem while learning to work with the ZBrush objects as well. I even went back and tried to dupliacte it but could not. Try initializing or restarting zBrush before starting with a fresh object. The default UV map that comes along with the SPhere primitive will work, so no need to add one or mess with that. Wish I knew what I had done wrong there so I knew what to avoid.

“i didn’t turn out like that whatsoever.. i saw you had X Y Z selected.. ”

It takes some experimentation to get the right set of axis selected when using those deformation tools. I usually just guess, try, then undo and try again. For instance when I wanted to make the stem of the mushroom skinnier, I was changing in the X and Y only. To crush down the cap of the mushroom I was changing Z only.

“But I think it would be cool to have a little pow-wow ”

Yeah, it might be fun, and informative, to have a get together in-world for ZBrush users. If I can find some time to schedule and event I will post about here on Shiny Life.

Vlad Bjornson wrote on February 21st, 2008 at 10:18 pm

 

I found an work around for the color>texture issue. The only problem is, the texture then ends up comes out all pixelated and stuff.

here is an example of what I end up getting for a texture when I found a work around for it. http://www.thefinalstand.com/uo/mushroom-tex.jpg

Basically I found this thing that told me I had to make a new texture, turn divide back down to 1, and then autoUVtiles it again.

But it looks so strange.

Atrus wrote on February 22nd, 2008 at 2:37 am

 

Thanks Vlad for the great videos, I have to agree with you when you say ZBrush 3.1 is a magnificent tool, it is very very versatile and grows on you fast, I’ve been importing wings3D made primitives for sculpting and then exporting back to Wings3d for sculpt map creation, but I like the idea of 2K Susei converter, especially if it retains more integrity than the traditional “lossless” upload.

The way to model with more than 1 object in the same workspace is to utilize the subtool function, I find this especially useful when making multi primmed objects like shoes and such, where the prims need to form together in world.

I’d like to pass on a top tip that has saved me the hassle of constantly breaking off from the canvas to modify the brush size, intensity, draw mode etc.. and that is to hit the spacebar, it brings up all the salient info right there under your pen or mouse cursor, ready to be altered.

Keep up the good work and thanks again.

Damen Gorilla

Damen Gorilla wrote on February 22nd, 2008 at 6:52 pm

 

Anyone else with the texture issue?

Atrus wrote on February 23rd, 2008 at 2:39 am

 

Atrus, I’ve seen that problem before.

What I think is happening is that you aren’t subdividing your model enough prior to texturing, AND/OR don’t have a big enough texture size.

Process is :

Create Sphere3D
Initialize it to 32H 33V (if using a the wings converter this can be 64H 63V)
Go to the tools palette and make sure disable uvs is UNselected.
Make polymesh 3D
Model with the tools
Export as OBJ

Go to Texture menu at top, set the default tex size to at least 1024 by 1024, bigger the better, but be careful of computer resources.(this tells ZBrush what size you want the texture to be when you hit the color>texture button)

Go to Geometry and divide your model 4 to 6 times, depending on computer resources and level of detail required.

Load in your reference picture as per the video, and clone to the model.

When happy, hit the color>texture button, remembering to leave the AUVtiles or any of those UV buttons well alone.

I hope this is of some help, it took me a long time to figure out that ZBrush will clear UV information if you hit any of the UV types in the tools palette sub menu, useful for some cases, especially in house modeling, but not useful in SL where it expects specific UV co ordinates.

Damen Gorilla

Damen Gorilla wrote on February 23rd, 2008 at 4:43 am

 

THanks for that clarification, Damen. As I mentioned earlier I also had some issues with the UV maps while figuring out my process. Keep trying Artus – and especially make sure that the Disable UVs is UNselected as Damen mentions.

“The way to model with more than 1 object in the same workspace is to utilize the subtool function, ”

Yes, I def. want to experiment with the subtools for multiple sculpty objects. I got them confused with layers at first but I am seeing the difference now.

Vlad Bjornson wrote on February 23rd, 2008 at 7:56 am

 

NP Vlad, good to see you’ve hit upon the subtools.

I have to say that in the process of buying ZBrush to getting anything usable in SL I have created quite a few swearwords and personal curses that have , I suspect never been rent forth upon the world, but, and this is a huge but ( all joking aside ) ZBrush is the most delicious, versatile and wonderful tool I have ever used in over 7 years of 3D modeling.
You have said it feels like a huge lump of clay on your desktop, and even though I am in no way to be considered artistic, I know exactly what you mean, without ever having a huge lump of clay on my desktop…..

More of these videos means less of my contribution to the sweary side of the English language, keep it up, and if theres a ZBrush group to be formed, shout me up.

Damen Gorilla

Damen Gorilla wrote on February 23rd, 2008 at 12:38 pm

 

Very interesting tutorials. I use ZBrush to modify my objects, and to texture them, but had never thought it was suitable for the creation process itself. I will certainly have to try this!

Thanks for the info, much appreciated.

Takuan Daikon wrote on February 24th, 2008 at 8:44 pm

 

Just want to say GREAT tutorial! Keep it up!

Romeo Arashi wrote on February 25th, 2008 at 7:10 am

 

Yeah I ended up making the same object in maya with nurbs for my second sculpty. The first one I did which was actually a mushroom didn’t come out so bad itself. The texturing was the issue I was having so I’ll have see what I can produce now with the new info.

Atrus Westland wrote on February 25th, 2008 at 8:25 pm

 

I’m psyched that so many people are finding this video tutorial useful. I’ll do my best to create more similar videos as time allows.

I’m also considering starting up a Sculpty and/or ZBrush users group in SL. Maybe a weekly or every other week meeting to share techniques, toss around a few ideas, and a bit of show and tell. Thinking maybe of a Saturday time slot, early in the SL day. I will announce some details soon.

Vlad Bjornson wrote on February 27th, 2008 at 11:57 pm

 

thanks much vlad

Sn0w wrote on March 5th, 2008 at 11:56 am

 

OMG, you rock. I already really knew what I was doing in Zbrush, but your tutorials taught me some new ways of doing things that I think will really help me! I’m really excited to get back home from going to the airport ina few minutes so I can try working the way you work into the way I work in Zbrush. I think with your help, I’m going to have awesome results, so thank you so much!
Please, please figure subtools out for us lol. I’m still having issues in using subtools. Sculpting them and such seems to work right, but texturing the subtools never quite works ;((. Anyway, if you make a tutorial about subtools, I’m going to worship you forever lol.

Sae Luan wrote on March 5th, 2008 at 1:34 pm

 

When i come to make my sculptmap one version just makes everything green and the other says there are too many vertices. What’s that all about??

Tactical Nightfire wrote on March 29th, 2008 at 6:49 pm

 

[...] The Shiny Life Tutorial is excellent – I spent time working with it today and had great success. Shiny Life Video: Creating Sculpted Prims with ZBrush 3 | Shiny Life There is a link in the article to a free program that converts the obj file from zbrush to a [...]

 

Ok so does this mean we have to stick to 32×33 faces? I tried 63×64 but it wont work, i just want to add more detail is all but i’m not sure how it’s calculated =-/

Tactical Nightfire wrote on April 12th, 2008 at 2:13 pm

 

Well, this is an extremely powerful tool, and I really appreciate these tutorials! Right now, I still have Zbrush crashing on me a fair amount, but hopefully I’ll be able to fix that (seemed to happen when I subdivide past about 4).

I had a couple of questions if you had time for them–

*When I went to load a texture from colour, all the buttons save “enable uv” were greyed out. I selected enable, but then my texture turned all black :( Did I miss a step somewhere?

*What would be tremendous to do would be to be able to modify the object with the texture on it. Does the divide polygon step change the number of vertices? In other words, after I create the texture as you describe, can I go wild with the deformation tools and brushes, then resave the new object and still be able to import this modified object to SL successfully?

Thank you again! And if you take requests, love to see a tutorial on how to use the painting tools in Zbrush.

Virrginia Tombola wrote on April 12th, 2008 at 7:16 pm

 

Okies, just tried saving after dividing and ended up with a nasty mess when I created a sculpt map from the object.

Sooo…I’m thinking a better workflow would be to import the texture onto the original (undivided) object, then fiddle with it there. Is that right?

Virrginia Tombola wrote on April 12th, 2008 at 9:35 pm

 

HI Virrginia,

Yes, your second post is is a good idea. I sometimes save the low-poly, 32×33 mesh then do several subdivides to continue to working on the shape. Then you can texture and model at a higher resolution, saving the texture from the high-poly version to put on the low-poly version in SL. This works especially well when you are baking the lighting/shadows.

As far as your problem with the save texture as color.. I had that problem a few times and for the life of me I cannot repeat it on purpose. ? It is certainly some sort of problem with the UV map being missing. It has not happened to me recently. Try starting from a re-initialized zbrush setup – you’ll find that option under Preferences.

If you want to sculpt the object with the texture on it, you can load the texture that you create back onto the object, even the low poly version. I sometimes do this when I am making multiple versions of the a sculpty that will use the same texture – like the individual shapes of an animated sculpty.

It is also possible to paint onto the texture of an object in zbrush, without subdividing the object to paint on the polys. This is actually probably a more common technique. I use the poly-painting because I prefer that way you can use zProject to paint with a photo reference, rather than using the drop to ‘canvas, paint, pick up from canvas steps’ that are involved with painting on the textures.

I do plan on making more zbrush/sculpty tutorials and will do my best to cover the painting tools, even though I am still learning them myself. :)

Vlad Bjornson wrote on April 12th, 2008 at 10:56 pm

 

Oh well I’d love to be able to work at higher than 32×33 but i guess i can’t if i intend to convert it using that tool. It’s a shame really but i guess for standard things such as costume attachments then it’s not so bad. I was trying to make s standard assault vest but i’m starting to realize that it’s pointless because assault vests are pretty close to the body any way so i guess i’ll just make a bump mapped skin using your other tutorial i saw on Veoh, even though that one doesn’t appear to be complete or even on this website =-/

Tactical Nightfire wrote on April 13th, 2008 at 6:51 am

 

Tactical: You could subdivide the mesh and work at higher rez then save out the lower level subdivision of the mesh. You will loose detail, though, sometimes in places that you don’t suspect. In SL sculpted prims always have exactly the same number of faces, so actaully working at the 32×33 resolution will let you see pretty much exactly what you’ll get in-world.

I don’t have any video on Veoh. :) you must be thinking of someone else’s stuff. Maybe a guy called Canned Mushrooms that I mention somewhere.

http://www.veoh.com/channels/houseofZbrush&

For the longer videos there Veoh will show a 5 min preview. Look for the Download Options link to grab the whole video.

Vlad Bjornson wrote on April 13th, 2008 at 9:55 am

 

Thank you so much for this tutorial – I’ve had zbrush for over a year and been piddling around on my own trying to figure it out – this workflow really helped me understand some things! /me sits on her sculpted mushroom… TY TY TY! :D

Fianna Idora wrote on April 13th, 2008 at 2:50 pm

 

Well, this is tremendously frustrating. I have been completely unable to load any texture at all for export to Photoshop. I’ve been starting with the 32/33 sphere, making a shape, saving it as an object, then subdividing to 5 and painting using the move tool and zproject brush. Every time I click on Col>Txr, I get that black shape:

http://i183.photobucket.com/albums/x85/vtombola/TexturizingBug.jpg

It doesn’t seem to matter if UV is enabled or not.

I did find one comment on the ZBrush forums about this issue:
http://www.zbrushcentral.com/zbc/showthread.php?t=56399&highlight=color+texture

But when I tried using the plug in, for one I found no folder marked “Zplugs” (I have the trial version, not sure if this is the issue). I created a Zplugs folder in the ZBrush folder and dropped the plug in there, but when it didn’t seem to create the button the fellow was talking about.

Soooooo….I tried clicking on GUVTiles. It required me to lower the divisions back to 1 before I could do that. I did so, and managed to actually click successfully on Col>Txr, but the resulting texture was a complete mess of fragmented images (forgot to grab a screen shot, too busy gnashing my teeth).

*sigh* ANY idea what I’m doing wrong? I really really really want to use Zbrush.

Virrginia Tombola wrote on April 14th, 2008 at 9:16 am

 

I feel your pain, Virrginia. I experienced this exact same problem in my early zBrush experiments. But as I mentioned a few comments ups, I can’t reproduce the problem to tell you how to fix it. :( I really don’t know why it was happening because I don’t think I do anything different during my process now.

One thing that might help is to load in some zTools that are already set-up correctly for use with 2k’s SculptyMakers converter. Another resident contacted me the other day and this fixed here problem. Let me take a few minutes to save out the properly formatted objects and upload them. I will post a link here soon.

Vlad Bjornson wrote on April 14th, 2008 at 9:41 am

 

OK. Here are the Sphere, Cylinder, and Plane all set up for use with 2k Suisie’s SculptyMaker convert. I tested these and all 3 work to texture using the zProject PolyPaint method. They will also convert properly when exported as .obj files – at least on my system :)

http://www.shiny-life.com/zBrushTools4SculptyMaker.zip

Give em a try and they might help you get around that mysterious texturing problem.

BTW – for anyone having trouble finding 2k’s converters, you can download them here:

http://www.shiny-life.com/SculptyMakers.zip

Vlad Bjornson wrote on April 14th, 2008 at 9:56 am

 

Hi Fianna. So glad that you found this tutorial and found it useful as well. :) Have fun sculpting!

Vlad Bjornson wrote on April 14th, 2008 at 9:59 am

 

Thanks much for the help, Vlad. It still didn’t seem to work, though–although I got a different result this time:

[IMG]http://i183.photobucket.com/albums/x85/vtombola/TexturizingBug2.jpg[/IMG]

I’ve started a post about this on the SL Building Forum–perhaps someone there might have an idea.
http://forums.secondlife.com/showthread.php?p=1950265#post1950265

Virrginia Tombola wrote on April 14th, 2008 at 11:35 am

 

Okies! It’s working now. Basically, I was losing my UV map. When reloading the tool, don’t enable polymesh–it’s already set for the tool (oh fine, you wouldn’t do that. Well away, *I* did, thinking “if one click on the polymesh button is good, four or five must be even better”).

If you do re-enable the polymesh, it seems to disable the UV. Also, as 2K Susei told me, if you should “disable” your UV, you actually DESTROY it–bye bye UV, must start again.

And that is what happened. All fixed now, onward to more playing about with Zbrush!

Virrginia Tombola wrote on April 15th, 2008 at 6:50 pm

 

This is an Awesome set of tuts for both Sculpties and ZBrush. Unfortunately when i got to the part about utilising the material Baker something rather odd and discouraging happened.

In short I get this really weird error when I start the baker Script from the console.

Unable to open /Create a fileC:\Program Files\Pixelogic\ZBrush3\temp\colormap.PSD

I guess it’s trying to make the shadowmaps but some kind of permissions situation is preventing it from doing so.

That’s The exact format of the Error which I have to admit seems kinda wrong in itself, especially that first part. If anyone has has this (most likely with Vista) would you please be able to shed some light on my situation. A reply here or an Email would be greatly appreciated.

Thanks. Rift

Rift Rehnquist wrote on April 23rd, 2008 at 8:33 am

 

Great tutorial, but where can we find the 2K Susei converter.
THANKS

jo_nas wrote on April 25th, 2008 at 7:20 am

Vlad Bjornson wrote on April 25th, 2008 at 9:02 am

 

Thank you for the tutorials. I really like the idea of Material Baker.. but I’m having a heck of a time with it. I’m running ZBrush 3.0, and the script starts, flips the prim around a few times, and then unceremoniously crashes Zbrush (deleting my work).

Am I missing something fundamental with the plugin? is there a “special version” for 3.0?

Winter Ventura wrote on May 3rd, 2008 at 6:08 pm

 

Hi Winter. AS far as I know there is only one version of that Material Baker script. It has never caused my system to crash, although on occasion I end up with a totally black texture instead of the results i expected.

I would try starting with a freshly Initialized zbrush – you can find that option in Preferences. Then load in your object that you want to bake. Might help avoid any odd settings that may effect the script. You might also try re-setting the center of the object before baking, I believe you can press CTRL-P to do that.

Might try doing the rotating and baking with the Manual options instead of the AutoBake buttons, too. Good luck :)

Vlad Bjornson wrote on May 3rd, 2008 at 7:44 pm

 

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Hi all,

I’m new to zbrush and working with sculpties and I have a question that I hope will make sense to some of you but I’m not sure of the terminology. I would like to start some models with a different base shape then the sphere(currently trying to make a buckle, so the ring shape looked like a good starting point for the frame component). I made sure the SDivide and LDivide in the initialize tool gave me a 1024 polly count but that was with a setting of 32 and 32, not the 33, 32 as in the tutorial. After modelling I tried using the obj to sculptie converter and got the following error [Lacking the required number of vertices].

Is the 33 and 32 divide count the most important part of the initialize process for the converter to work even though it gives a poly count of 1056? I think I’m missing a fundamental point somewhere along the line, like maybe I can’t use the ring tool as a base shape in the first place.
Any help would be greatly appreciated.

Regards, Oscar.

P.S. Is there a good zbrush book I could buy to help me learn to use the functions better. But not be too in depth as I don’t intend to use zbrush for high polly modelling(I’m no artist).

Oscar wrote on May 17th, 2008 at 4:22 am

 

HI Oscar,

To use 2k Suisie’s SculptMaker conveter you’ll need to set the hdivide to 32 and vdivide to 33 – that makes for 1,056 ‘active points’ in zBrush.

You can most of the zBrush primitive shapes like sphere, cylinder, plane, etc. The ring (torus) shapes does work as well – sort of. The sculptmap that is generated is a bit messed up, sort of sheared at a 45 degree angle. You can fix the map with Photoshop but it does still have a few glitches.

I’m actually in the middle of making a new tutorial aboutusing the zBrush primitve shapes to make sculpties. It should be on the site here sometime today or tomorrow.

If you want to work with a Torus, I would suggest using Wings3D along with Omei Turnbull’s converter plugin and objects. You can still sculpt in zBrush by loading in the object then converting with Wings3D. YOu can find that stuff here:

http://forums.secondlife.com/showthread.php?t=183764

Vlad Bjornson wrote on May 17th, 2008 at 9:45 am

 

Thanks so much for the information Vlad I should be able to finish my first sculptie for use in SL in a day or two thanks to your tutorials and advice.

Kindest regards,

Oscar.

Oscar wrote on May 17th, 2008 at 10:33 am

 

RESTORING the UV-Map in ZBrush 3.1:

The reason that we all run into the painful issue of losing the UV is that the “Disable UV” button actually deletes the UV. This was also pointed out by 2K Susei, who I wanted to thank for all the fabulous ZBrush feedback. Also a big TY to Vlad: “You Truly Rock”.

The typical scenerio where you would want to disable your UV is when you want to poly paint. What you have to do instead is to disable your texture. This is especially true after you first bake (Color to Texture) or after a UV check (which I recommend to do before you start).

You can see the polypaint only when the texture is disabled (select no texture). Certain ways to draw however like applying textures with drag-rect (which is a fabulous way to paint) do require for you to select a texture. The only way to see what you are doing on the mesh in that case is to actually disable the UV. Otherwise the mesh would be covered with the selected texure. Disabeling the UV (which should really be labeled DELETE UV) in turn throws the UV away but it is actually easy enough to get it back.

HOW TO GET IT BACK

To get your UV back the first step in your sculpty creation process has to be to export it as OBJ before you subdivide it. The obj will also contain the UV information. Vlad described it that way so you can use the obj you saved following his tutorial. I actually highly recommend to use “Disable UV” at this point, then to subdivide your mesh and paint ahead. Once you are ready to create your UV map with “Color to Texture” reduce the mesh to subdivision level 1 and import the OBJ you saved (don’t clear your canvas before you do that just leave everything as is). This import actually reloads the UV. You can now go back to your highest subdivision level and create your map.

So in short:
Export your OBJ before you subdivide.
To reload it reduce to subdivision level 1 and import the OBJ.

I hope this is helpful
Bagnaria

Bagnaria Wunderle wrote on May 17th, 2008 at 1:19 pm

 

turns out, I hadn’t manually made the destination directory, so it was crashing when it couldn’t find it

Winter Ventura wrote on May 19th, 2008 at 11:02 am

 

[...] Comments Winter Ventura on Video: Creating Sculpted Prims with ZBrush 3Bagnaria Wunderle on Video: Creating Sculpted Prims with ZBrush 3Oscar on Video: Creating Sculpted [...]

 

I know this is a bit off target as a question, but I have finished making my first sculptie product. And I would like to be able to put it up for sale in SL but I have no idea how to protect my work from being copied. It is made from 1 sculptie, several standard prims and a texture I created for the sculptie. My intention is to sell the product as standard ‘for sale’ item, i.e. one purchase gets one product, and I don’t want people to be able to copy out the sculptie map image from within the product.

Like I said I know this is a side issue to the usual comments on this page but I am sure lots of people here would like to know how to safeguard their work from those looking to make a L$ from your hard work.

Thanks again for a fantastic site Vlad.

Oscar wrote on May 20th, 2008 at 3:22 am

 

wow! very cool! I have been on the hunt for the right tool to use for modeling and TEXTURING for about a week now.. Looked at AC3D, Hexagon, C4D, Maya and more! So glad I found your tutorial! Not only is it super informative and helpful, but a great SL advertisement for ZBrush as well! Thanks so much for taking the time to put this together and the excellent production quality as well! Can’t wait to get started.

collin savon wrote on June 7th, 2008 at 2:58 pm

 

Oscar: It’s possible to make the sculptmap invisible so that people cannot see the image when examining your object. Basically you create a totally transparent alpha mask for the sculptmap image. I think that there is even a thread on the SL forums that describes the procedure. Lemme see if I can find it…

Here’s one that shows you how to do it in the GIMP:
http://forums.secondlife.com/showthread.php?t=256719

And a couple other discussions on the yopic
http://forums.secondlife.com/showthread.php?t=193906
http://forums.secondlife.com/showthread.php?t=248258

Collin: Awesome – so glad that you found SHiny Life and are enjoying the tuts. Good luck with your experiments and stay tuned for more of the same. :D

Vlad Bjornson wrote on June 9th, 2008 at 10:30 pm

 

Sorry it’s taken me ages to reply but thanks again Vlad, I now have a good product and protection from screen grabs of the image map. I never thought working in a 3D app would be this much fun.

And i have to say that without this site i’m sure i would not have managed to do so much so soon, if at all.

Thank you so much.

Oscar.

Oscar wrote on July 3rd, 2008 at 12:25 pm

 

Cool, Oscar – Thanks for the positive feedback. Always great to hear from a happy visitor. :) zBrush IS fun!

Vlad Bjornson wrote on July 5th, 2008 at 8:31 pm

 

Vlad — thanks for sharing your knowledge and making these video tutorials. I hope many more Residents will watch and benefit from them. *applauds*

Torley Lives wrote on July 13th, 2008 at 9:39 am

 

When you made the mistake on the guy’s name, you covered up what you were doing to show who it really was. As a result, I have no idea what that step was. Not cool :(

Chris wrote on August 3rd, 2008 at 9:27 am

 

Chris: Fortunately I put that text on the screen when nothing important was happening, just wiggling my mouse around while talking. So you didn’t miss anything.

Vlad Bjornson wrote on August 3rd, 2008 at 10:59 am

 

I just found out about Zbrush today… and just by seeing your tutorial i loved it! :D

Thank You So much! :D

Valenttina Carfagno wrote on August 3rd, 2008 at 8:12 pm

 

Hey there,

Thanks so much for these videos. I am wondering how long does it take for zbrush to render the texture from color. I am doing fine until i hit col>txr then it hangs with the hourglass and freezes up zbrush, if I try to click anywhere zbrush turns white and I have to force it closed. I’ve left it sitting for 20 – 30 minutes at a time and have yet to be successful pulling a texture out. I’ve tried setting the texture at 1024×1024, document as well. Any other suggestions?

d46int wrote on August 18th, 2008 at 8:31 pm

 

d46int: Hmm. Using the col>txr feature should only take a second or two at most – it’s pretty much instant on my machine. Not sure what to suggest. Have you tried using col>txt on a new object, maybe just a sphere that has been intialized and converted to a PolyMesh? Sometimes helps track down a problem if you work with a fresh object.

Vlad Bjornson wrote on August 19th, 2008 at 10:39 am

 

I did what you’d said and got a sphere to work fine. Tried the other again, no go. So I did a sphere and imported my tool replacing the sphere.. it worked fine then. And I think I narrowed it down to just that shape, so not sure what the problem is with that one. Thanks for the help :)

d46int wrote on August 22nd, 2008 at 11:18 am

 

Dude you rock!!!!!!!!!!!!!!!!!! TYSM your a life saver ive been pulling my hair out trying to figure this out wooot I love ya babe

Allota :*

allota1 paine wrote on August 23rd, 2008 at 12:41 pm

 

One little problem since i tried to use the converter it keeps telling me Oooops! to many verticls can you tell me what that means Im about to rip my hair out LOL. Please

Thanks for your time

Allota

allota1 paine wrote on August 23rd, 2008 at 1:39 pm

 

Allota: Make sure you are using the most recent version of Sculpty Maker (v2.5).

http://www.shiny-life.com/sculpty-maker/

Also, make sure you are starting with one of the zBrush primitive shapes, like the Sphere, Sweep Profile, Cylinder, etc. Sculpty Maker was made to work with objects created in zBrush and generally does not work with objects created in other programs.

Vlad Bjornson wrote on August 23rd, 2008 at 2:07 pm

 

I’m trying to make shoes.. but I can’t even get the mushroom right. Can you make a tutorial on how to make a high heel in SL?

Precious wrote on August 28th, 2008 at 9:14 pm

 

It’s not likely that I’ll be doing any tutorials about HIgh Heel shows, Precious. I’m not really into fashion so any shoe I made would probably look pretty dull. I think I have maybe 1 pair of sneakers in SL. :) Most of my tutorials don’t really focu on making specific items, they are more about showing techniques and tools.

I would suggest just spending some time with zBrush until you get a feel for how the tools work. It is not an easy program to learn – took me several months until I began to understand it. You might also want to search out some other, non-SL related tutorials about zBrush. The more you learn about it the more shapes you will be able to make.

Vlad Bjornson wrote on August 28th, 2008 at 9:47 pm

 

Not sure why im not seeing it. But for some reason the part one video which i really want to see isn’t showing up for me

Drapeta wrote on September 5th, 2008 at 5:12 pm

 

Drapeta: that’s odd. you can try watching it here

http://shinylife.blip.tv

or here

http://www.veoh.com/channels/shinylife

Vlad Bjornson wrote on September 6th, 2008 at 7:51 am

 

Heya, I have this little problem whereby everytime i load the sculpted texture into SL and apply it to a prim, I noticed that there’s some sort of ‘transparent’ look to it instead of a solid shape x.x; I went through the tutorial videos again and noticed that you have your Alpha off on the left side of the screen. How do I go about switching it off?

Diabolicalsaint cioc wrote on October 8th, 2008 at 10:28 am

 

Diabolicalsaint: Sounds to me like your sculpty is actually getting flipped inside out, rather than being transparent. The Alpha tool that you see on the left of the screen is actually for painting/masking and such and has nothing to do with Alpha Transparencies in-world. Getting you sculpty flipped inside out is a pretty common glitch.

Check your zBrush preferences under the ImportExport section and experiement with the eFlipY and eFlipZ options. On my set-up they are both selected.

You can also turn a sculpty inside out by flipping the sculptmap image horizontally – mirroring it across the vertical axis.

Vlad Bjornson wrote on October 8th, 2008 at 11:47 am

 

Thank you so much! I love you man!

Diabolicalsaint cioc wrote on October 9th, 2008 at 6:27 am

 

This tutorial video was great. I have been using blender for the longest time to make my sculpties, but longing to be using a much more advanced program. I havnt actualy been able to texture what ive sculpted using this tutorial, but i would love to. I cant seem to figure out the “selecting” where you want it to “select” where its going to go. Is there some button you are pressing while you select or am i just not getting it D:. please help

Livi Beebe wrote on October 16th, 2008 at 3:43 pm

 

Livi: When you are using the polypaint texturing method (as I did in this video) You use the zProject tool to copy or ‘project’ the colors from the canvas to you object. You need to have the zProject tool selected, then you go into MOVE mode (rather than EDIT) mode, then click and drag a line from where you want the color to come from to where you want it to end up on your object.

Might want to watch this video where I do a bit more texturing, might help fill in some of the missing pieces. It uses the standard 2D ‘canvas’ sort of painting, but many of the concepts are the same.

Vlad Bjornson wrote on October 17th, 2008 at 4:15 am

 

Two basic issues.

* I need to mask specific faces in order to perform exact sizing. I have used the CTL ALT keys to clear a masked area with a brush rather than a box. I get different intensities of masking creating a section of the tool that is not uniform in shape. If I drag a box around the area to unmask,the unmasked area bleeds on to adjacent faces.

* How do I get a tool to sit on a specific xyz axis. If I use rotate, there should be a hot key to bring the tool back to a specific xyz. I cant find it. Please help.

William Richelieu wrote on October 26th, 2008 at 10:58 am

 

I don’t know if there is a way to select/manipulate specific faces in zBrush, I don’t think there is. Not really what zB was designed for, really. I’d love to know how if anyone discovers a way, though. :) I use a different program when I need to manipulate specific faces of an object. I like Hexagon, but WIngs3D would do just as well I think.

If you hold down shift while rotating an object it will snap to the nearest axis.

Vlad Bjornson wrote on October 26th, 2008 at 4:32 pm

 

Hey!,

Yeah, masking is odd in that it works on points and not polygons. So to mask a polygon fully you should mask its four points. Don’t worry about the immediate surrounding polygons being slightly selected.

But remember to use a nice sharp edged alpha too! :)

Specific XYZ axis:
To add the Vlad’s good tip – the Image Plane plugin has a button that let’s you record the position of an object and later recall that position.

http://www.zbrushcentral.com/zbc/showthread.php?t=46396

There’s other more specialized plugins that let you record and recall an object’s info too.

2k Suisei wrote on October 27th, 2008 at 5:59 am

 

I’ve had trouble using zproject and material baker in the past, but will, thanks to these, give it another try :D

Thank you so much for your time with this!

kesseret wrote on November 3rd, 2008 at 8:12 am

 

Great tutorial. I have been fighting with sculpt programs for quiet some time and when i heared of ZBrush, i toughgt, omg, another worthless try. How wrong kan one get lol. This is a nice program, and a very good tutorial to take the first stepts. Keep up the good work !

Greets
Jody Palmer
BST Corporation

Jody Palmer wrote on November 5th, 2008 at 1:48 am

 

[...] Shiny Life

Texturing Sculpted Prims - SLUniverse Forums wrote on November 5th, 2008 at 9:56 am

 

very hard to see what you are doing in the texture video even though i got it figured i cant get z brush to do it at all it keeps on freezing is there any upgrade i can do to help me

allota1 paine wrote on December 20th, 2008 at 5:21 pm

 

Vlad, you inspired me to buy ZBrush 3.1! Thanks for your great tutorials.

Question: Once I have Namssor’s avatar mesh loaded into ZBrush, the torso polygroup isolated, how do I apply my Photoshop Second Life shirt mesh so it aligns as…well, as a shirt!

Related question: Once I polypaint the torso, for instance, then col>txr and export, of course that pds won’t align with the Second Life templates once I import into Photoshop.

Methinks I am missing a basic step here. Any pointers to instructions or tutorials would be greatly appreciated!

Cheers,
Shaoshan

Shaoshan wrote on December 31st, 2008 at 10:09 am

 

Shaoshan: Cool, glad that you are enjoying the tutorials.

For some reason the texture maps for the Av in zBrush are upside down. So once you export them you need to flip them Vertically before you use em on the avatar in SL.

Sounds like you have the basics down. Flipping the texture may solve both of your problems. If not, get back to me and we can try something else. :)

One of these days I will be making a tutorial about painting on the Avatar mesh in zBrush.

Vlad Bjornson wrote on December 31st, 2008 at 10:58 am

 

I hate you, dont be giving away our l33t secrets…

shesh man…if someone asks how you do sculpties…tell em you open up notepad and start coding binary, and that only professors with hybrid alien blood can ever do it…and that they should pay us sculpty wizards 400 bucks a map for it.

next your gonna show people that the rabbit was actually not in the hat the whole time but in a secret chamber below

oops

nice tutorial btw, pretty straight forward.

but make another and your a dead avi, hear?
:-P

Rob Escape wrote on January 13th, 2009 at 11:43 am

 

Hey! I downloaded the material baker by David Ikeda , but when i try to run it and press start , it gives me a error after clicking away the little info box.
First the info box says
‘The render settings has been set to fast aid in visualizing the texture output.The original material and texture you had selected will be used for baking’

Then I click on that message so it goes away and get this error:

Zscriptnote: Specified routine could not be fo ( im guessing the rest is found)

And under says :[RoutineCall,"ResetToolRotation"].

What does this mean :( Im really stuck

Hope to get a reply soon!!
Thanks

Kookie

Kookie Lemon wrote on February 8th, 2009 at 10:00 am

 

Also!
Not all the buttons are highlighted in the script window , Only getting started 1-2 and Start button :(

Kookie Lemon wrote on February 8th, 2009 at 10:01 am

 

hmm. Sadly I am no expert on zScripts. o.O I would try removing the script and replacing with a new copy. Also make sure that you are loading in the correct file – the material_baker.zsc file is the actual script file. Also make sure that the files are in the proper place. THere should be several files in the plugin folder, plus two folders: Include and Images.

Vlad Bjornson wrote on February 8th, 2009 at 10:13 am

 

Hey there :)
Yeah I redid the whole thing. I include all the include files but not the images? As those are just ref images I think?
I still get the same error :/

Im basically wanting to import my skin files from PS into zbrush to continue working on them there.
Also later on when I have time to import my shoes and work on them there also.
I’ve been following http://slhowto.com/slhowto_zbrush_bake_seamless_bump_sl_avatar.asp

Not sure If i even need this? to paint skin and shoe textures.IS this the only way to bake lighting etc?

Kookie Lemon wrote on February 8th, 2009 at 10:44 am

 

I would include all the files that come with the script – and make sure that the Include and Image files are still in their respective folders.

Material Baker is the only way I know of to automatically grab and bake the lighting on your model in zBrush. No need to use it if you are just working with the textures on an object without wanting the baked-in shading effect.

Vlad Bjornson wrote on February 8th, 2009 at 10:57 am

 

btw – there is a Material Baker v2 that you might want to try. I’ve never used this one but maybe you’ll have better luck with it.

http://www.zbrushcentral.com/zbc/showthread.php?t=49966

and if you’re using this verison alreayd, maybe try the original v1

http://www.davidikeda.com/zscripts/materialbaker.html

Vlad Bjornson wrote on February 8th, 2009 at 11:03 am

 

Ok thanks alot :) I’ll try that with the folders.

Quick question though , I cant find any kind of tutorials or so on how to actually paint onto a skin or so.
I usually like to read loads of tutorials before I attempt.

Thanks

Kookie Lemon wrote on February 8th, 2009 at 11:04 am

 

I got it working :)
I did what you said by putting it in there in folders.
Thanks! Sometimes the msot obvious thing is the solution lol.

Kookie Lemon wrote on February 8th, 2009 at 11:18 am

 

Come to think of it , Im not sure if I’ve seen anything anywhere on how to apply a already done texture to the sl av in zbrush :/

Kookie Lemon wrote on February 8th, 2009 at 11:21 am

 

That was a great tutorial.
Thankyou

Now hows about someone’s head from 2 photos ?

Al Supercharge wrote on February 8th, 2009 at 5:35 pm

 

Hello Vladimir, thanks for the great videotuts,they really helped me a lot, and lots of others ,struggling around with sculptymaking. I have a remark about painting the sculpty in Zbrush. It seems to me that it is necessary to subdivide the model 5 or 6 times and then paint, using the clonebrush ,from a background photocomposition of at least 1024 x 1024.
I have tried a app called deeppaint 3d ..http://www.righthemisphere.com/forum/showthread.php?t=7123
and i wonder if you tried that relative old app, because it did not need subdivision before painting in order to get a high resolution texture on the sculpt, and in projection mode it can zoom in to 2000 % , so, after opening just any obj in the app you can start painting.
The only problem i had was to get my own textures in the app, i replaced a few si-fi files by my own textures (renaming, copying, overwriting the si-fi types)and succeeded in painting,so i think this app could do the painting job better then zbrush, but i’m busy with this since two days so i have to learn more first…or read the manual :-), anyway…high precision painting can be done , i’m sure,again thanks for your tuts !!

Elmo Figaro wrote on March 3rd, 2009 at 12:33 pm

 

Hello :D there is a converter from .obj into .tga/.bmp
but i would need a converter from .tga to .obj to import my sculptys to texture them in zbrush

Please please help me if you have any idea where i can get such a converter !

Ahm and Thank you for this video tru. itz awesome thank you 100 times :)

GonzuS Decosta wrote on March 23rd, 2009 at 9:50 am

 

good tutorial movie :))

particle fan wrote on April 15th, 2009 at 1:06 am

 

Hi, I’m having the same issue as Kismet Muromachi. Whenever I apply the mask and then do the size thing it re-sizes the stem all the way up into the cap. If i turn off z, its a little better but nowhere close to the shape you came up with….any suggestions as to what I’m doing wrong? I set everything back to the default values and started over with the same results….one thing i do have differently though is, the alpha on yours is “off” and i don’t seem to have that option, so i’m just using the 00 alpha brush for the mask…the solid white one.

dorian lanzius wrote on May 6th, 2009 at 9:34 am

 

Hey there,

Is there a good website to get the textures you use for the mushrooms? Im having trouble baking a texture. Thanks, your tutorials are very good.

Naija Avro wrote on May 28th, 2009 at 8:07 am

 

Thank you so much for creating these tutorials, they are fantastic!! I was completely lost trying to learn ZBrush until I came across your wonderful tutorials.
You have a pleasant tone to your voice too and that made it easier for me to follow.

So thanks again for creating these!!

HeidiB wrote on June 1st, 2009 at 2:09 pm

 

this goes beyond being a tutorial for me..it’s inspiration. the clear, calm way you explain everything is so helpful when i’m trying to deal with something i know basically nothing about :P
i always find myself coming back to this – not even specifically for zbrush – but to refresh my mind and remember that there are amazingly selfless, giving people like you still out there. and btw, you have a great voice for tutorials.. even radio! hehe.

thank you so much :)
m

mella wrote on June 16th, 2009 at 2:27 pm

 

Hello Vlad,

I was wondering if you knew if the tool “ZSphere” is compatible with Sculpty Maker/Second Life? I noticed when loading the Zsphere in ZBrush, there wasn’t an initialize tab to set anything to 32×33, so I’m assuming it’s not compatible, but maybe you know? It’s too bad if it isn’t, the ZSphere is a really powerful tool and can be used to make a ton of things.

Thanks for your help!

Phoenix Takashi wrote on June 18th, 2009 at 10:23 am

 

Pheonix: Unfortunately I don’t know of any way to use zSpheres and get the resulting mesh converted via SculptyMaker. zSpheres ARE really great, tho.

If we ever get the freedom to import arbitrary meshes into SL, then most of these sorts modelling-for-sculpties limitations will be removed. That’ll be a good day. :)

Vlad Bjornson wrote on June 18th, 2009 at 12:47 pm

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