ZBrushCentral

Need to know how to mirror color map

I’m doing a very detailed color map, and its going to be very inconvienant for me to do it on both sides, can anybody tell me how to mirror color map info? I’m painting using projection master, so hitting the symmetry keys are not an option.

thanks,

Josh

Hi josh, i don’t know if this will help you now, that you have painted your map… but when you press the PM button, you have a setting called doubble sided… and that works like the symetry keys… but my idea to you now is to take your map into another paint program … be photoshop, psp painter or what program you use for normal painting… and do a copy and a flip, and then put those 2 layers into fit… and then save it, and back to Zb… it can be a bit of a pain to do , but instead of starting all over again, with painting in Zb, it could be the way to do it… hope this can help you a bit… gretz from Andy

Andromedia,

Thanks for the response. The “double sided” option doesn’t seem to work like symmetry, it seems to just paint through the object, painting all pixels in its path; am I missing something?

The other method you mentioned, about flipping the map in photoshop; I don’t have symmeterized UV’s on my model, I just used the the default GUV option in Z-brush. Can u think of a way that this would still work?

Hi Josh… Hmm, try post an example of your prob, maybe it will help a little more… i’ll see what i can do to help…and let’s hope that someother looks too, and will help… gretz Andy

This is what I need,

mirrorcolor.jpg

Josh this model are so nice…

Are you using something like maya or 3ds max, lightwave or other 3d program as well? If its completely symetrical, you could take the model, (the half with the uv’s and texture you want), export it to your animation or render package and then flip it once you are done painting. then you could reimport to ZB to smooth out any texture seams. If you need the textures to eventually be unique on both sides, just make sure to move the UV’s to unique coordinates before you bind the mesh back together. Did that make sense?

solidblueshirt

EDIT - After some further testing , I found that my solution was not meaningfull.
Please Delete this post

Kircho

As was stated, simply cut the model in half right down the middle in your modeling application of choice. Import the model back into ZBrush and paint all the details on that half. Once completed, export the model and skin out and bring it back into your modeling program. Once there, simply duplicate and mirror the half, attach it and weld vertices. The UV coordinates should be preserved in the process and, thus, your painted map will be on both halves.