The maxon/pixilogic way. I love zbrush, feel it’s a lot more intuitive. Regardless, it’s more complicated than it needs to be imo. I should be able to copy and paste a pic into the document/canvas and move out it the way. I don’t want to turn it to geometry I just want my gd reference pic visible in zbrush.
I know right, you can't do anything basic in ZBrush without having to go through a plethora of menus unlike other sculpting apps where it's tap on image menu, tap on photo and it's there, then you can adjust the settings right of the bat without having to go through any other menus.
It makes no sense that that the standard setup is to load images upside down, and that you have to then go through other option, just to get the image to show the correct way round. Is there any advantage to this, or is it just badly set up?
REALLY? This is meant to be a professional sculpting programme but getting a reference image in is more fucking convoluted than BLENDER. Stupid software
That’s a horrendous workflow. You had square images, otherwise you need to calculate the aspect ratio and apply that to the planes. 50 clicks for a simple task that is essential. See what blender is doing, drag and drop the image and that’s it. Of course not to blame the creator of the video, but to raise a red flag for the pixologic team.
it gets way worse. Say you want to color pick an image outside of zbrush or from pure ref you can't do that. You have to do this same ridiculous method. In 2021...
Why don't you create an image import button like in Blender? In order to produce a model for 3D printing, my model must be in harmony with the perspective view and the model should not be bigger or smaller than the reference by moving the camera back and forth.
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
perfect! except, transparency doesn't really make the model see-through. How do I make the subtool even more transparent, so I can see the image behind it?
Hey, when I try to use transparent it makes the Plain3D with the image transparent too and it disappears when I try to use it in the background. Any ideas?
What I do is bring it into photoshop put it into a square canvas, if you have white sides that are blank you can up the transparency on the reference images in the texture panel and it will get rid of those white images. There's probably a different way to do it in zbrush but that's just how I do it
Thank you! But if the size of the image reference is different from the size of the plane? I mean, here both reference and plane are perfect squares, what if the image reference is not a perfect square?
You could create a new image with a larger canvas size than your desired texture, and make the new image a perfect square, then paste your image into the middle of it and save that as a new jpeg/png to upload to the plane.
Hi I have a question. I have added in the image plane as you instructed, how when I select the sphere subtool, the image plane behind suddenly turns black, making it impossible to use the image on there as a sculpting guide.
Not sure if you’ve already discovered the answer but if you haven’t here it is: - once you’ve already turned on transparency, there should be another button under the transparency button which says “ghost”. Click it to turn it off, and it should change colours from orange to grey. Then you should see your image appear.
My question is, how do you keep the size of everything including the model locked like it is in Blender while being able to move around the model as you please? If I zoom in and out of the model or move it, I end up having to reposition everything again to line up with the reference images. I don't have to do this in Blender. Is this user error or is this the way ZBrush works? Edit: I got the image in, but not it appears stretched. Anyone know how to get your reference image onto the plane without it appearing stretched?
Thanks for this helpful video but I have an issue could please guide me? When I import and use a reference and start to sculpt and turn on symmetry, the symmetry doesn't fit and set on the model properly and actually it's on but doesn't work!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
ok what am I missing here. I did the exact thing but my applied texture maps are only visible on the canvas when the plane subtool is selected, so that means when I select my sculpt geo the planes go blank because the texture is not being shown anymore. can someone help? very zbrush noob here
@@pinkiepie5554 no, but i learned better ways to work with references in zbrush (spotlight or image planes using the draw menu). This method seems dumb now, honestly.
So what can someone use if they have zbrush core?...cause half of this stuff is never available to someone who has zbrush core and no one has a solution for how to do stuff in core. Alternate ways I mean.
dude does zbrush just not care what customers have to say. this is such an easy thing for them to fix. why on earth do they make simple things like this so hard. no wonder everybody prefers blender.
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
Ah yes thank you Zbrush. Why have it be easy when it can be complicated?
The maxon/pixilogic way. I love zbrush, feel it’s a lot more intuitive. Regardless, it’s more complicated than it needs to be imo. I should be able to copy and paste a pic into the document/canvas and move out it the way. I don’t want to turn it to geometry I just want my gd reference pic visible in zbrush.
I know right, you can't do anything basic in ZBrush without having to go through a plethora of menus unlike other sculpting apps where it's tap on image menu, tap on photo and it's there, then you can adjust the settings right of the bat without having to go through any other menus.
It makes no sense that that the standard setup is to load images upside down, and that you have to then go through other option, just to get the image to show the correct way round. Is there any advantage to this, or is it just badly set up?
Summary:
1) Texture ⟶ Import
2) Select Image ⟶ Open
3) Tool Palette ⟶ Subtool ⟶ Append
4) Select Plane 3D
5) Subtool ⟶ Select the newly created Plane 3D
6) Tool Palette ⟶ Texture Map ⟶ Select the blank slot
7) Quick Pick ⟶ Select imported Texture Map
8) Move the plane along the Z-axis to separate it from the sphere
9) Flip Texture Map by using the Move option -OR- by going into the
Texture Palette ⟶ Selecting desired Texture ⟶ Flip verticle ⟶ Tool Palette ⟶ Texture Map ⟶ Select Image in slot ⟶ Quick Pick ⟶ Select flipped Texture Map
10 ) Activate Transparency
Ah yes intuitive as always.
god thank you... homie talks so slow
Blender: Shift+A Image Reference ⟶ Open
Omg thanks for this summary. You saved my time!
REALLY? This is meant to be a professional sculpting programme but getting a reference image in is more fucking convoluted than BLENDER. Stupid software
Summarization at the end of the video makes it much more useful. Thank you.
what if my reference is not a perfect quad image ? Looks like a terrible workflow...
Wow a 7 minute video on how to add a simple reference image. How does anyone do anything on this program.
So my texture needs to be in a square canvas or otherwise it will shrink it... genius, like everything Zbrush, pure genius.
the fix to your problem is a google search away. you could have found the solution with less words than your brain dead post here.
Perfect and clear explanation of videos. Thank you very much
That’s a horrendous workflow. You had square images, otherwise you need to calculate the aspect ratio and apply that to the planes. 50 clicks for a simple task that is essential. See what blender is doing, drag and drop the image and that’s it. Of course not to blame the creator of the video, but to raise a red flag for the pixologic team.
it gets way worse. Say you want to color pick an image outside of zbrush or from pure ref you can't do that. You have to do this same ridiculous method. In 2021...
in case you need it: In Preference, draw, you can change the transparency values
Thank you very much
Why don't you create an image import button like in Blender? In order to produce a model for 3D printing, my model must be in harmony with the perspective view and the model should not be bigger or smaller than the reference by moving the camera back and forth.
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
perfect! except, transparency doesn't really make the model see-through.
How do I make the subtool even more transparent, so I can see the image behind it?
in preference, draw, you can change the transparency values
Thank You. So Much. Reapplying the reference image every time I open my ZTL was making me tear my hair out.
Even though I'm bald.
Hey, when I try to use transparent it makes the Plain3D with the image transparent too and it disappears when I try to use it in the background. Any ideas?
the fact that you commented this a year ago makes me hopeless that I will get an answer for the same problem. Did you figure out somehow?
@@Angelo-ux2it You should disable the Ghost Transparency for it to show the images
@@EsperiableDG youre amazing
You left out one very important detail. What if your image isn't an exact square?
Still no replies and it's been a year
What I do is bring it into photoshop put it into a square canvas, if you have white sides that are blank you can up the transparency on the reference images in the texture panel and it will get rid of those white images. There's probably a different way to do it in zbrush but that's just how I do it
Just what I needed!
Thank you!
But if the size of the image reference is different from the size of the plane? I mean, here both reference and plane are perfect squares, what if the image reference is not a perfect square?
You could create a new image with a larger canvas size than your desired texture, and make the new image a perfect square, then paste your image into the middle of it and save that as a new jpeg/png to upload to the plane.
damn like sorry for being so blunt but just make an "import picture" button
Where can I adjust the size of my work?
What do I really want to do after seeing this? I'm making a police mobile armored vehicle on a 1/35 scale! Where do you control the scale?
Hi I have a question. I have added in the image plane as you instructed, how when I select the sphere subtool, the image plane behind suddenly turns black, making it impossible to use the image on there as a sculpting guide.
Not sure if you’ve already discovered the answer but if you haven’t here it is:
- once you’ve already turned on transparency, there should be another button under the transparency button which says “ghost”. Click it to turn it off, and it should change colours from orange to grey. Then you should see your image appear.
NICE THANKS FOR GUIDE!
My question is, how do you keep the size of everything including the model locked like it is in Blender while being able to move around the model as you please? If I zoom in and out of the model or move it, I end up having to reposition everything again to line up with the reference images. I don't have to do this in Blender. Is this user error or is this the way ZBrush works?
Edit: I got the image in, but not it appears stretched. Anyone know how to get your reference image onto the plane without it appearing stretched?
excellent tutorial
Thanks for this helpful video but I have an issue could please guide me? When I import and use a reference and start to sculpt and turn on symmetry, the symmetry doesn't fit and set on the model properly and actually it's on but doesn't work!
If the scale of the model to be produced is to be produced in 1/24 or 1/35 scale, how do you make it??
Can it be produced regardless of whether there are 3 or 5 2d images to be produced?
What if you make parts that don't exist at all?
Thank you! Really helpful :)
Thanks!!
ok i got the zbrush 2023 so i can do what you did throughout 5:18 but i cant change my texture and make a side view so
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
Oh, I was hoping to do this but I only have ZBrushCore. RIP me.
tysmmmmm
so how to change size in 3d plane ?
Crazy slow process
This doesn’t work for me. Instead of moving the photo it moves my sphere. I followed click by click
Does anyone know how to make it so that the reference images STAY in the scene every time i re-open the zbrush file?
how do i load my texture uv map i dont see it
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
I can't rotate because of 3d plane
ok what am I missing here. I did the exact thing but my applied texture maps are only visible on the canvas when the plane subtool is selected, so that means when I select my sculpt geo the planes go blank because the texture is not being shown anymore. can someone help? very zbrush noob here
Hi, did you manage to solve this problem?
@@pinkiepie5554 no, but i learned better ways to work with references in zbrush (spotlight or image planes using the draw menu). This method seems dumb now, honestly.
how to match a image that its not a perfect square ?
Shocking that this isn't in ZbrushCore. Its basic functionality. Using the grids for reference images is clumsy and cumbersome.
great
Anyone having issues with the references not showing up - disable ghost transparency.
So what can someone use if they have zbrush core?...cause half of this stuff is never available to someone who has zbrush core and no one has a solution for how to do stuff in core. Alternate ways I mean.
perfect...keep walking...
dude does zbrush just not care what customers have to say. this is such an easy thing for them to fix. why on earth do they make simple things like this so hard. no wonder everybody prefers blender.
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
Why they don't make it easier? Zbrush deserves the worst UI app as people talk about it.
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then om Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
Still so unnecessarily convoluted ...
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
I guess this is most complicated way of using reference images ever. Sorry ((((
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!
Why can’t we just copy image into doc/canvas and than them visible but irrelevant to any other objects . This is way too convoluted
this information is outdated. instead do this. On the texture menu go to the bottom, then click on Image Plane ---> Load Image --> load your image--> then on Reference views you have a bunch of parameters to put images on the right, back sides, even custom angles. Also you will se an opacity slide with a on/off toggle. enjoy!