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Game Design: Character Development 1 Tutorials

Understanding ZBrush / Projection Master & ZApp Link




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Subtitles of the Movie

What Projection Masks allows us to do is actually to begin painting on top of our model. It will allow us to drop our model into a two-dimensional pose, which we can then begin painting on and then pick up and move around and even work directly within Photoshop using the Zaplink plug-in. To work with Projection Master, I'll click on the tab, in this case we'll choose Color. Double-sided means our painting will penetrate through to the opposite side. I'll keep it single-side for now, and it'll allow it to fade out. I'll say Drop Now, which drops my model and allows me to begin painting. I'll choose a color from my Color Selector and simply begin painting right on top of my model. When I'm finished I can actually go ahead and save this out as my Texture Map. The one thing I cannot do is rotate around my object. To do that, I need to go back to Projection Master and pick up. I can now move around my object to another side and once again drop and continue painting. Zaplink is a free plug-in that allows us to work directly between ZBrush and Photoshop. The way Zaplink works is once we begin painting on our Mesh and we'd like to now modify within Photoshop, after installing the script I can go to Documents, and choose on Zaplink. Zaplink will basically ask me to drop the current Tool. Once again, how I want to set that up; I'll keep the defaults, and I'll say Drop Now. Now Zaplink opens up immediately into Photoshop allowing me to further modify my Texture. Now by simply saying Save, that Texture has now been reimported back into ZBrush. Let's go back into ZBrush and Zaplink will pop up a menu and say: Would you like to re-enter ZBrush? I'll select Yes, and it will automatically update our Texture Map. I'll say Pick Up Now, allow it to work, and we're now ready to begin with our model. So you can see Zaplink is extremely powerful, allowing you to go back and forth from ZBrush into Photoshop and back again as a smooth workflow. And, finally let's just cover how we do some of the exporting of our Maps and Mesh. You'll notice in my Texture Window the texture we've been creating is currently saved within ZBrush. I can now select on it and go to Export and this will now allow me to export out my Texture in either a Photoshop, Bitmap, or TIFF image. To save my Mesh, the first thing I'll need to do is lower my Division setting, unless you choose to stay within your high setting, our normal procedure is to bring our Mesh back down, because it's the Map, such as Displacement and Normals, which are used back within Maya to simulate the look of realism on a lower poly model. Now I can go to Export and simply export out my Mesh. That saves out my Mesh. I'll also go ahead and save out my ZTool, which allows me to simply import in the tool later on with all of my previous settings, such as my Divisions. It asks if I'd like to save the Texture with it. And that concludes the basic overview of working in ZBrush.

Tutorial Information

Course: Game Design: Character Development 1
Author: Michael Ingrassia
SKU: 34000
ISBN: 1-935320-48-3
Release Date: 2009-06-11
Duration: 8 hrs / 110 lessons
Work Files: Yes
Captions: Available on CD and Online University
Compatibility: Vista/XP/2000, OS X, Linux
QuickTime 7, Flash 8

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