ZBrushCentral

ZGameTools: Tileable Texture, Models Baking, Illustration & Apps Connectivity

Hello ZBrushCentral,

Let’s me announce you a new toolset ! ( not released yet )

Visit polycount Topic to watch the animated Gif and Toolset function in action.

Visit ZGametools Channel on Youtube

The Toolset Description

ZGameTools is an extension plugin for Zbrush 4R7.

The ZGametools is a Complete toolset, composed of Four plugins dedicated to illustration, Tileable Texture , Models baking and connectivity with external Editors (Images Editor and OBJ file Editor).

Renderer Module

Renderer Module, is dedicated to rendering/illustration work.

Rendering batch process

The Module propose a rendering batch process that can output different types of render passes using BPR.
The Rendering batch process runs a Bpr render of the subtools in accordance to their visibility options ( selected, visible,all)
During the Rendering Batch process each passes are saved on disk within the workspace, you’ve defined in workspace manager.

Output render passes :Shaded, Depth, Mask, Ambient Occlusion, SSS,
Flat, Polygroups, Specular View, Normal map,
Cavity, Curvature, Shadows, Floor and
12 bpr filters.

Format output :PSD, PNG, JPG, TIFF

Canvas resolution manager ( 4:3 , 16:9, custom)

  1. Define the canvas format ( square, landscape or portrait )
  2. Then define the canvas Ratio ( 4:3, 16:9, custom)
  3. then let’s click on the desired height value, this will resize the canvas to match the format and ratio.

Watch the animated Gif : Document Settings

Camera Manager

Almost exact replica of the “Document : ZappLink Properties” panel.
Store your Camera view into the 8 available slots ( front, back, right, left, top, bottom , custom 1 custom 2).
You can save/reload all the views stored as a file within the workspace directory.

Watch Animated Gif : Camera Manager

Workspace manager :

A workspace directory within the one all the assets* are stored and organized to improve the workflow and files exchange with Image and 3d objects Editors.
All the three modules can cohabit and store all assets within a single workspace directory. You simply just have to take care the project name is different from the second of third modules.
*Assets : save withing the workspace directory ( Zproject, Materials, Alphas, Ztools, brushes, render passes, texture baked, models exported(obj), textures baked from models)

Watch animated Gif :
Create a workspace
Save resources /asset within the workspace

Preferences manager :

Plugin preferences can be store as file on disk within the workspace manager,
but you can also use the Slot System for quick store and restore of your settings.

Ztemplates :

The Ztemplates are blank ZProject files that are stored into ZGametool plugindata, then you can call back later for next use with a different project. You can Store 4 Ztemplates ( one per slot).
Particularly useful to store canvas size, ztool to load at start up, materials, etc.
Texturer is default provides some presets of Ztemplates, but you can store your own ZTemplates.

An example of what you can do :Load from slot 1 : ( in order: canvas ratio, canvas size, type of framers for tileable texture)
1:1, 10241024, 1 by 1 framer ediable
load from slot 2 :
2:1, 2048
1024, 2 by 1 framer editable
load from slot 3:
2:1, 4096*2048, 1 by 2 framer editable

[i]Note: ZTemplates are only available with Renderer and Texturer Modules.

[/i]
QuickSketch Master

BPR to QSM :
Render the canvas using BPR , then create a Plane mesh on the one the BPR pass is applied as polypaint data.
PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : BPR to Quicksketch

Texture to QSM :
Create a Plane mesh with the same resolution ratio than the texture image that is currently selected from the picker. And apply the texture as paintable polypaint data. PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : Texture to QuickSketch

QuickSketch Classic :

Same as the original Quicksketch feature of Pixologic, but this time, PenA Brush is preferred to Pen shadows, The Symmetry is turned off on all axis.

Watch Animated gif : Quicksketch Classic

Quicksketch and Image Editor ( PSD format)

Edit with image editor ( export > reload/revert )

Misc features

  • The Ui state is properly save on disk to prevent when you switch to a different plugin to reset of the Switches that compose the module you are working with.
  • At next startup all modules remember the workspace that were set at last Zbrush session.
  • Fully compatible with Custom layouts and custom interface colors.

Attachments

workspace-manager-main-overview.png

preferences-manager-main-overview-1.png

quicksketch-master-main-overview.png

zgametools-pre-beta-banner-2.png

zgametools-toolset-modules-showcase.png

renderer-document-settings-overview.png

renderer-document-settings-camera-view-overview.png

Texturer Module

Description

Texturer Module, is dedicated for Tileable Texture creation.

Workflow presets

texturer-workflow-presets-overview.png

Presets help to set render options to combine Zbrush and other tools like Allegoritmic or Quixel Softwares using matID workflow
or UE4 and unity using the basic PBR workflow the propose ZGametools.

Workflow Tools

texturer-workflow-tools-overview.png


  • RGBMask helpers to generate mask base on RGB channels like for UE4 layer materials
  • PBR Switch Channel : Switch between Channel (albedo, gloss, spec, metal) when using preset of *Pbr Materials provides with Zgametools.

  • PBR materials :Library of Quad shaders that store Albedo, rough/gloss, Specular, metallic, RGB Values.

Texturing Tools


  • Full 3d workflow and none destructive workflow


  • Framers* available for resolution format : 1 by 1, 2 by 1 , 1 by 2
  • Frame on tiling area for working with wrap mode
  • Frame on Render area to render your texture that includes a small margin this way create perfect seams without to fix them in Photoshop.

texturer-texturing-tools-framers-overview.png

  • A framer is a Ztool that is composed of key elements :
    The “tile_area” and “render_area” subtools help to frame on the canvas
    One Wrap plane mesh not subdivided as placeholder ( duplicate it to stack several wrap plane meshes)
    One Wrap plane mesh ready for use ( but not subdivide )

Wrap Mode Sculpting

texturer-texturing-tools-wrap-alpha-deformation-overview.png


  • Sculpting using Wrap Mode on plane mesh
  • Alpha mask tools and deformation tools with offset, inflate, noise, smooth,flatten.

Insertmeshes

texturer-texturing-tools-compass-overview.png


  • A compass and some other function that help to duplicate and move the insert mesh on opposed side of the canvas, for perfect tiling.
  • Other function help to split unmasked points,
  • rename to current tools to prevent duplicated subtool name on a same Ztool.

Nanomeshes

texturer-texturing-tools-nanomesh-array-overview.png


  • Setup plane (row and columns), append the new mesh to the Framer of choice,
  • Enable Nanomeshes tilling on Horizontal+Vertical, H only or V only.
  • Fibermeshes (apply the array on H=V,H or V)

Rendering batch process


  • BPR Rendering
  • No 2.5D tool involved
  • 8k support
  • a basic PBR Workflow
  • You don’t leave Zbrush :slight_smile:

The Module propose a rendering batch process that can output different types of render passes using BPR.
Render batch process apply in accordance to subtools visibility options ( selected, visible,all)
During the Rendering Batch process each passes are saved on disk within the workspace
you’ve defined in workspace manager.

Format output :PSD, PNG, JPG, TIFF

Output texture maps :Shaded, Depth, Mask, Ambient Occlusion, SSS
Flat, Polygroups, SpecularView*, normal map
World Normal map, Cavity, Curvature, Shadows
Albedo, Rough/gloss, Specular, Metallic,
12 bpr filters.

*fake specular onto diffuse map with none pbr texture workflow

Workspace manager :

workspace-manager-main-overview.png

A workspace directory within the one all the assets* are stored and organized to improve the workflow and files exchange with Image and 3d objects Editors.
All the three modules can cohabit and store all assets within a single workspace directory. You simply just have to take care the project name is different from the second of third modules.
*Assets : save withing the workspace directory ( Zproject, Materials, Alphas, Ztools, brushes, render passes, texture baked, models exported(obj), textures baked from models)

Watch animated Gif :
Create a workspace
Save resources /asset within the workspace

Preferences manager :

Plugin preferences can be store as file on disk within the workspace manager,
but you can also use the Slot System for quick store and restore of your settings.

preferences-manager-main-overview-1.png

Ztemplates :

The Ztemplates are blank ZProject files that are stored into ZGametool plugindata, then you can call back later for next use with a different project. You can Store 4 Ztemplates ( one per slot).
Particularly useful to store canvas size, ztool to load at start up, materials, etc.
Texturer is default provides some presets of Ztemplates, but you can store your own ZTemplates.

An example of what you can do :Load from slot 1 : ( in order: canvas ratio, canvas size, type of framers for tileable texture)
1:1, 10241024, 1 by 1 framer ediable
load from slot 2 :
2:1, 2048
1024, 2 by 1 framer editable
load from slot 3:
2:1, 4096*2048, 1 by 2 framer editable

Note: ZTemplates are only available with Renderer and Texturer Modules.


QuickSketch Master

quicksketch-master-main-overview.png

BPR to QSM :
Render the canvas using BPR , then create a Plane mesh on the one the BPR pass is applied as polypaint data.
PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : BPR to Quicksketch

Texture to QSM :
Create a Plane mesh with the same resolution ratio than the texture image that is currently selected from the picker. And apply the texture as paintable polypaint data. PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : Texture to QuickSketch

QuickSketch Classic :

Same as the original Quicksketch feature of Pixologic, but this time, PenA Brush is preferred to Pen shadows, The Symmetry is turned off on all axis.

Watch Animated gif : Quicksketch Classic

Quicksketch and Image Editor ( PSD format)

Edit with image editor ( export > reload/revert )

Misc features


  • The Ui state is properly save on disk to prevent when you switch to a different plugin to reset of the Switches that compose the module you are working with.
  • At next startup all modules remember the workspace that were set at last Zbrush session.
  • Fully compatible with Custom layouts and custom interface colors.

Baker Module

The Module is dedicated to model baking and suggest two workflow, baking using the Zbrush Algorithm or Using Substance Batchtools if you own a license of substance designer.

Export Meshes Batching

baker-export-meshes-overview.png

The toolset work with OBJ file only.


  • Define the sub-directory within the workspace directory you want to export ( Standard, Low, High, Cage )
  • Export in accordance to Selected, Visible or All Subtools from the Ztool.
  • Common Settings to apply at export : Scaling, Tri/Quads, merge, group, flip…
  • Utilize Core module to Open and Edit, the Current Subtool with the defined 3d Editor you had setup.

Send to Maya

Generate a melscript, in case you want to open all the Obj files exported within the workspace Directory.

Baking With The Zbrush algorithm

baker-zbrush-workflow-render-options-overview.png


  • Baking based on selected, visible or all Subtools
  • Export format file : PSD , PNG, JPG or TIFF
  • Utilize the Core module to open rendered map in your Image Editor.

Output maps :


  • Polypaint
  • AO (maskAO)
  • Cavity (cavity mask)
  • Tangent Normal map
  • Displacement
  • Vdisplacement

Baking with Substance Batchtools ( in progress)

baker-batchtools-workflow-render-options-overview.png


  • Set MikkTangent and UnityTSpace plugin
  • Set Texture size
  • Export format file : PSD , PNG, JPG or TIFF, TGA and DDS.
  • Baking based on subtools visibility /selected /all
  • Utilize the Core module to open rendered map in your Image Editor.

Output maps :


  • Vertexcolor
  • UV Map
  • AO
  • Tangent Normal map
  • World Normal map
  • Normal World Direction
  • Height
  • Thickness(sss)
  • Position
  • Curvature

Workspace manager :

workspace-manager-main-overview.png

A workspace directory within the one all the assets* are stored and organized to improve the workflow and files exchange with Image and 3d objects Editors.
All the three modules can cohabit and store all assets within a single workspace directory. You simply just have to take care the project name is different from the second of third modules.
*Assets : save withing the workspace directory ( Zproject, Materials, Alphas, Ztools, brushes, render passes, texture baked, models exported(obj), textures baked from models)

Watch animated Gif :
Create a workspace
Save resources /asset within the workspace

Preferences manager :

Plugin preferences can be store as file on disk within the workspace manager,
but you can also use the Slot System for quick store and restore of your settings.

preferences-manager-main-overview-1.png

Note: ZTemplates are only available with Renderer and Texturer Modules.


QuickSketch Master

quicksketch-master-main-overview.png

BPR to QSM :
Render the canvas using BPR , then create a Plane mesh on the one the BPR pass is applied as polypaint data.
PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : BPR to Quicksketch

Texture to QSM :
Create a Plane mesh with the same resolution ratio than the texture image that is currently selected from the picker. And apply the texture as paintable polypaint data. PenA Brush is preferred to pen shadows, and symmetry is turned off on all axis.

Watch Animated Gif : Texture to QuickSketch

QuickSketch Classic :

Same as the original Quicksketch feature of Pixologic, but this time, PenA Brush is preferred to Pen shadows, The Symmetry is turned off on all axis.

Watch Animated gif : Quicksketch Classic

Quicksketch and Image Editor ( PSD format)

Watch Animated gif : Edit with image editor ( export > reload/revert )

Misc features


  • The Ui state is properly save on disk to prevent when you switch to a different plugin to reset of the Switches that compose the module you are working with.
  • At next startup all modules remember the workspace that were set at last Zbrush session.
  • Fully compatible with Custom layouts and custom interface colors.

Core Modules

Description

Core module, is the module that handles rendered images and Meshes exported in accordance with the selected module.

core-overview.png

Core and Renderer module

All Rendered passes types displays into a file selector, open the desire file with the Image Editor.

core-renderer-overview.png

Core and Texturer module

Similar to Renderer , all Rendered passes types displays into a file selector, to open the desire rendered pass with an Image Editor.

core-texturer-overview.png

Core and Baker with Zbrush Algorithm

core-zbrush-baker-overview.png

All Baked Textures types displays into a file selector, then open for edit with the Image Editor, the pass that match with the active subtool.
If you have batch exported your subtools, then you can edit the Obj file with the user defined Software, in accordance to the Sub directory within the workspace that is active.
Note : The File that will open into the application is the Active subtools ( alt click to select the proper subtool to edit is the rule).

Core and Baker with Substance BatchTools algorithm

Similar to Zbrush baker.
You can edit the baked textures type of your choice that correspond to the current subtool.
You can open for edit obj files, if your have already batch exported yoru subtools from the baker module.

core-batchtools-baker-overview.png

Reimport Model in Zbrush

Re-import the current Subtool in Zbrush, in accordance to the subdirectory within the workspace directory.
You can Reimport from UVs Directory, if you create that Directory , it should reimport the subtools, and let you choose if you want to re-project the details onto the new mesh.

Is this available already?

Ignacio not yet, I’d like to invite more people in my private beta program.

So if there is serious candidate shot me a Private message with a link of your work on Zbrush central.

sounds good :slight_smile:

Looking really awesome! Can´t wait to try it! :+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:small_orange_diamond:+1:

Hey Guys, thank for the goods words :slight_smile:
I forget to mention that i had create a youtube channel and posted some quick videos

Here is a video that shows a cool workflow with between Zbrush and Photoshop it shows what is possible with workspace manager + camera manager + rendering batch process.
To automate the compositing of all the rendered passes just right after you rendered all passes using the ZGametools Renderer module.

//youtu.be/Ai-7Ag0clQ0

The only thing is that you will have to manually setup the very first composition. This means you will setup the blending type and opacity.
Then when you are happy, save this file.
Then we will turn all layers into smart objects, and link the layers one by one to the Rendered passes saved diring the rendering batch process within the Workspace directory you had setup with the renderer module.

Name the photoshop document to a generic name “my_illustration_template.psd” for example, because after you link the layer to a file, everytime the file changes photoshop will reload them.

earthquake-front.png

At this moment you can render different camera view, using the Camera manager. It help you to store 8 camera view and more as you can store the view as file on the disk and reload them lately.

Important to finalize the illustration, you must to save under a different name my_illustration_closeview.psd and rasterize all the layers. Only the “my_illustration_template.psd” file must to have smart object layer linked to file on disk .
or every time you render a new camera view this file will get updated too which is not what we want .
earthquake-back.png

Nicolas

I just posted some Animated gif, unfortunately you will have to click on the links to watch them :wink:
I will post some more soon !

Marcus, aurick ? please someone can completely delete my topic please ?

EDIt : Actually i don’t know what is best, maybe lately i could ask for a moderator to update the top topic header, with the latest informations ?

I had posted that video that show how the Baker Module resolves scaling and positioning issue when you export your model back to the application you used to create the model. In that tutorial i used 3Ds Max, but it will work with any other application (maya, blender, etc…)

I am not using Core to reimport into the existent scene and compare.

//youtu.be/OIc40ry8Xns

Generate tileable Alpha mask on fly
make iterative Zbrush Sculpting for your tileable textures
Re-apply all you masks to a new clean Framer tools to reproduce the same Effect with no lost.
[video=youtube_share;OsP0M6UGokg]https://youtu.be/OsP0M6UGokg[/video]

that’s realy cool like always

thank you killik128, but look like only you found it interesting…

Yes but i’am not alone and sure how is start pixologic finish by recrut you

Is there anything released? Any plans about when will be released apart of sending images and videos?

I think It’s very very interesting too!

Looks awesome and useful. Can’t wait to download it :slight_smile:

(About updating your topmost post, you can ask any admin to do it. On ZAdjustor’s page I always asked marcus_civis who helped me a lot along the way (thanks marcus). What I usually did is I prepared the whole post like I’m writing a reply, pressed ‘switch editor to source mode’ button - the A/A top left button - and copied the whole source so he just had to paste it. But in the long run if you plan to update it quite often I think it’s better to link to a gumroad or external link so your link stays the same and you don’t bother an admin each time)

Looks awesome and clean work, keep up :slight_smile:

Cheers :slight_smile:

thank you a lots guys for the kind words :slight_smile: its much appreciated after ten month of intensive work on that toolset, it’s not easy everyday. and you words had an effect on me and my motivation.

Altea >
I still have no idea, i like you to get a software that had a strong core, workflows and functionalities.
Probably i will focus mainly on the Texturer module and start to sell it alone with Core. i like it to be possible withing the next three months.
but it really hard to say sadly.

Keupon >
Merci, yes Marcus is a great person, he also learn me, a lot important function and approach to start my project, Without his help i have no idea if all this would had been possible, for sure it would took me more time and some more headache :slight_smile:
I will probably do exactly what you suggest me to do, to have the first post updated, the most easier and simpler. thx you for the suggestion.

killik128 >
Glad to know you think my work is important somehow :slight_smile:

Dargelos > Thx , as developper you probably have the proper point of view to understand what i had demoed in my video means , you just like to verify if most of zbrush tool would kill the tiling for example. masking, dynamesh keep the tilling safe :wink:
nanomesh for brick based texture is a simple options now, you can just use sculting via masking on plane mesh to sculpt the bricks.

some more detail i had posted on polycount thread :

What this feature is resolving, hmm it’s quiet a hard question to answer.
What this feature is bringing in zbrush workflow, should be the true question.
Sculpting ans texturing, only via mask.
all steps can be repeated or reverted ( if you remember what deformation and value you had applied it ).
make me think i can do a lot vof texturing via scripting. ( Macronize ) it something possible.
with a library of alpha, i should create macros/scripts with interface you shchoose the value for this effect, or that another effect.
it can be iterative, and editable after withing zbrush. maybe some kind of Sbsar file, that give you a final texture in zbrush, you can tweak the value like you want.
The subtool stack is really nice to exploit for modular texturing.
You can change the canvas size when you want to bake various resolution without losing any details of your work) .
you could create your own alpha library and automate a lots.
You don’t need to use an external 3d editor to create all kind of textures (scifi, door, windows, plancks, bricks based)
I can texture using maskrectangle, maskLasso mask curve etc,or whatever i want that do not support wrap mode , with the symmetry it resolve and help a lot to make complexe textures. without using insertmesh, or tileable nanomesh features.

I like to found some beta testers artists that could create some piece of art, because now i discovered the inner world that no one had ever explored, and really it 's just limitless !