ZBrushCentral

Multiple Texture Maps

Hi,

It is possible to add 2 texture maps to one mesh? Example head+body

Yes, but I’m afraid I can’t detail a lot because I have never done it… What I know is that you can have as many as you want/need/can handle by placing the uvs outside the 0 to 1 space… In other words, place the head UV in 0 to 1 space and than place the body UV outside that space… This will give you 2 UV maps which will allow you to texture them independently … Zbrush can recognize them but you can not make them inside the program, with UV master… UV master will always use 0 to 1 space for the entire model… As I said, I am a beginner mostly in this area but I am preparing to get my feet wet in this direction so I informed myself quite a lot lately …

If you have any other questions let me know and if I can, I will answer!

Cheers!

Hi, I have to uv sets, so if I want bake displacement map ZBrush make 2 textures, it works fine. My question is in ZBrush viewport can I load 2 texture for this mesh for this 2 uv sets?

I think Zbrush reads it automatically … So lets say you have a human with a set of uvs for head and another for body… You bring the model in Zbrush, polypaint or w/e your texturing tool might be and when you export it, you will have the texture placed on the 2 sets of uvs… At least that’s what I think.
Just as a side note, you can consult Scott Spencer’s last 2 books, and mostly the last one because I know that he provides detailed information about all this stuff.
Let me know if you managed to work it out and if you have the time, let me know if I was wrong with anything I said!

Cheers!


The mesh has 2 uv sets in separate uv place. You see I have 2 textures, so it is possible to load both texture?

Hold on a second… You have the textures allready made in some other program and you want to open them in Zbrush? Cuz I thought that you want to make them in Zbrush… Ahm… I don’t think you can open two text maps at the same time… Not as far as I know…

Thanks for your help, I’m thinking to other solutions…

Simply break the model into SubTools based on the textures. Each SubTool can have a different texture applied to it. You just can’t have a single SubTool with multiple textures.

If you don’t want to use SubTools then you’d need to hide one texture’s polygons, apply the other texture and convert that to PolyPaint. You’d then invert visibility, apply the other texture and convert that to PolyPaint. You’ll now have paint from both textures on the one SubTool.

Thanks for your help!

Now I do not want paint on these textures, now I want sculpt only the mesh. So I need only show these textures, I think I can make a new uv map (head+body in one) and paste it to this mesh. And translate from old mesh to new mesh the texture.