ZBrush Character Creation - Advanced Digital Sculpting 2nd Edition

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Texture Painting


In this chapter we’ll look at various ways of creating


color maps in ZBrush. You accomplish this with a combination of hand-


painting textures and by projecting texture elements from photography


onto the mesh or a UV texture map. When painting textures in ZBrush, the


best approach is to use PolyPaint and then bake your color into UV space.


Baking means converting the polypaint data to a 2D texture map that can be


read and rendered in programs outside ZBrush. This approach allows you to


take advantage of ZBrush’s fully interactive polypainting tools as well as HD


geometry levels for maximum texture resolution. UV Space is a method in


which the computer unwraps a 3D object into a 2D plane so that a texture


can be applied without distorting. PolyPaint is a Pixologic technology that


requires no UV coordinates to function. This can be a huge timesaver as


it allows you to sculpt, paint, and complete a character in ZBrush without


stopping to set up the UV coordinates. We will begin by looking at UVs and


how they work in ZBrush.


UVs in ZBrush


UVs are the coordinates that allow the computer to unwrap a 3D object into a 2D plane for
texture application. A good analogy is to think of unstitching a soccer ball and laying it out
flat (Figure 5.1); this is a spherical object that has been unfolded into a flat plane. In Figure 5.2
you can see a 3D model of a head and the accompanying UV Texture coordinates. There are
several methods of generating UVs using ZBrush’s built-in automatic mapping tools, or you
can lay out UVs by hand in third-party applications such as Maya or Headus UV.

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