![zbrush polygroups zbrush polygroups](https://mononoco.com/wp-content/uploads/2019/12/uvmaster08.gif)
Select Clone Texture and it’ll be made available in the brush settings tab on the left. Our final step in this process is to export the map. This will create a new texture for us, enable it on out model, then transfer the polypaint colours over.
![zbrush polygroups zbrush polygroups](https://i.ytimg.com/vi/pHIT835uaXc/maxresdefault.jpg)
![zbrush polygroups zbrush polygroups](https://i.ytimg.com/vi/8ZP9oAlb1wg/maxresdefault.jpg)
Under Texture Map, select New from Polypaint. Also under Adjust, select Flip V to rotate our texture by 180 degrees otherwise our map won’t work in Substance Painter. To do that, head over to the UV Map option and set a suitable texture size. Let’s create a texture next and bake this out so we can use it in Substance Painter later. Now we’ll head over to the Polygroups menu and choose Polypaint from Polygroups to transfer this information over as vertex paint. Notice how the colours on your model change when you do this. I’ll pick a white mat cap and display the polygroups in the viewport, then head over to the Tool – Polygroups Menu and select Auto Groups with UV.
#Zbrush polygroups how to
Wendy very kindly brought this to my attention in a recent stream (thanks, Wendy!), and before I forget, here’s how to do it.įirst we’ll import out model and enter Edit Mode. One such option is by using an ID Map, essentially a flood-fill of random colours per material zone. I’ve been investigating Substance Painter and how to best select parts of a model. Subscribe to 3D World here (opens in new tab). This is an edited version of pieces that were originally published in 3D World (opens in new tab), the world's best-selling magazine for CG artists. It's a much more effective blending brush. This is much better than smoothing because the Smooth brush erases detail while the Morph brush will gently reduce its intensity. Now as I detail the mesh I can use the Morph brush to blend back out to the undetailed surface. Before I start to add fine details I will store a morph target of my model in its undetailed state by going to Tool > Morph Target > Store MT. We want to avoid a uniform 'stamped-on' look. One of the trickiest aspects of adding fine details to a model is finding the best way to fade one texture into another, or to fade out details completely. The Morph brush can be much better for blending textures than the Smooth brush (opens in new tab) Use Polish Features to clean up panel loops When it’s off you’ll be able to use the pen, but the brush won’t have any pressure effects. You can find the tablet pressure setting under Preferences>Tablet and toggle it on and off. You don’t always have to have tablet pressure on – and disabling it can benefit certain brush effects on your sculpt. The Smooth brush will now be much more effective in these areas. Go to the Brush > Smooth Brush Settings menu and lower the Min Connected slider to 1.
![zbrush polygroups zbrush polygroups](https://i.ytimg.com/vi/6AfV2hmSmqo/maxresdefault.jpg)
A good tip is to edit your Smooth brush settings to allow the brush to be more effective on open geometry edges and single points. Smoothing these geometry types can often produce unsatisfying results. When using the Smooth brush many users realise how difficult it can be to smooth border edges on poly geometry or single stray points that have been shifted from the original model, as sometimes happens when projecting geometry. Try editing your Smooth brush to make it more effective on open geometry edges and single points (opens in new tab)