Explanations about QuickSketch master Plugin :
The plugin was intended to just increase the possibilities with quicksketch, but finally it a perfect bridge with any PSD Editors like Photoshop or krita.
Click on BPR 2 QSketch :
Render the canvas and recreate a complete quicksketch mesh that has the size of the canvas, and onto the one I reapply the render as texture and then converted into polypaint data.
Mean you can instantly paint on a flat mesh tweak it with the zb toolsets.
Click on quickSketch :
will do exactly what quickSketch does already
CLick on Texture To QS :
Will create a quicksketch that has the size of the current texture ( texture panel)
and will apply the texture as polypaint data, again you can instantly paint onto the flat mesh.
Note : to be reloaded the render are saved on the disk into the plugin data,
Click on ZB >> PS :
it opens the PSD files into the default PSD editor.
So you do some edits in your favorite PSD editor ( ps, Krita)
then save. go back to ZB and…
Click on PS >> ZB
it reloads the psd and then reapply the texture as polypaint data.
Click on Render :
Render button simply Render accordingly to the current Render option selected ( shaded, depth, mask and AO )
and save the render. it doesn’t create a new QS flat plane mesh.
Using quicksketch master is not that bad to make Tiled texture using Zb toolset.
That’s is the reason why i had worked onto the normalRGB mat to get an accurate result than with the default shader, i try some more materials, but i never been convicted.
Doing some renders test into various engines like marmotset or UE4, and finally i thought it was good to share it, but i investigate on some concept to improve the texture creation using Zbrush.
What’ s next :
i am coding slowly but surely for something that check per subtool ( selected, visible)
to export normal map, displacement map, polypaint.
from the displacement map i can apply some materials, to grab various type of texture .
matcap specular, cavity map, and probably more.
Nicolas