Image Mask Deformation – Zbrush


Introduction: In this tutorial I’ll be explaining how to use an existing image or texture map as a mask when painting in Zbrush. This is useful when you’re using images as textures. It’ll be required that your 3D model has UV’s in order for this process to work properly.

Step 1: Load your 3d model into Zbrush and make sure “Edit” mode is active.

Step 2: Under the “Texture” menu click “Import” and then select your desired map. To produce the most effect results use images with strong contrast. In this example I have used the Bump Map. After importing the image be sure to click the button “Flip V” to vertically flip you image which Zbrush brings in upside-down by default.

Step 3: In the “Tool” palette go to the “Polypaint” section. In this section you’ll click “Polypaint From Texture” then enable “Colorize” if it has not automatically enabled itself.

Step 4: Still in the “Tool” palette go to the “Masking” section and under here we will click on the “Mask By Intensity” button. This will use our image/texture map’s intensity to create a mask on our 3d model.

Step 5: Next we will disable the “Colorize” effect under the “Polypaint” section of the “Tool” palette. We will no longer need this to be visible as a texture. We only enable “Colorize” in order to grab the intensity information from our image/texture map.

Step 6: Using the desired brushes begin painting and sculpting your model. Once your finished with using your mask be sure to disable or clear the mask. To do this go to the “Tool” palette and under the “Masking” section click the button “ViewMask” to disable the mask. If you plan on using another mask be sure to click the “Clear” mask button before loading the next image to avoid any glitches.

Conclusion: Don’t feel limited to using only one mask. Be creative and use a variety of masks to create unique and believable textures to your models.

After applying the mask to your model try using different tools under the “Deformation” section of the “Tool” palette. Using Inflate with the mask active, will apply an overall texture to the model based off of the mask. This is a technique I commonly use to achieve quick results.


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