1. #1
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    Default 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, 1024*1024, 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





    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  2. #2
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    Texturer Module

    Description

    Texturer Module, is dedicated for Tileable Texture creation.


    Workflow presets


    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





    • 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.





    * 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







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




    Insertmeshes







    • 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







    • 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 :)



    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 :



    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, 1024*1024, 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





    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  3. #3
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    Default

    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



    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






    • 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)






    • 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 :



    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.



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


    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)

    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  4. #4
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    Core Modules

    Description

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






    Core and Renderer module

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



    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 and Baker with Zbrush Algorithm



    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.



    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  5. #5
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    Default

    Is this available already?
    __________________________________________________

    My GumRoad

    ZTree
    Terrain Tools (OS X)
    Terrain Tools (Win x64)

  6. #6
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    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  7. #7

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    sounds good

  8. #8

    Default

    Looking really awesome! Can´t wait to try it!


  9. #9
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    Hey Guys, thank for the goods words :)
    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.



    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.



    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 .


    Nicolas
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  10. #10
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    I just posted some Animated gif, unfortunately you will have to click on the links to watch them
    I will post some more soon !
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  11. #11
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    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 ?
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  12. #12
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    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.

    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  13. #13
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    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.
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

  14. #14

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    that's realy cool like always

  15. #15
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    thank you killik128, but look like only you found it interesting..
    Plugins & Toolsets for Zbrush 4R8 : zCycler Pro | Plugin Manager |Matiere 3d | Twitter | @Facelessmindz

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