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/*zscript:&root/ZScripts/ProjectionMaster/ProjectionMasterTute.zsc|Projection Master Tutorial*/
/*title_start*/Projection Master Basics/*title_end*/
/*text_start*/Projection Master enables you to paint models in 3D using all of ZBrush's tools and resources. Besides its ease of use, one of its chief advantages is that it automatically compensates for distortions when projecting a flat image onto a 3D object. Also, by taking advantage of ZBrush's medium of depth-enriched pixols, high-resolution mesh displacements can be added as simply as painting brushstrokes.

The steps for using Projection Master are simple:

\C020202>\C484848 Start with a \C020202Polymesh\C484848 object that has a base texture applied, in a \C020202Transform\C484848 or \C020202Edit\C484848 mode. Projection Master will prompt you if this is not the case.

\C020202>\C484848 Press the \C020202Projection Master\C484848 button, or simply press \C020202G\C484848 on your keyboard. The Projection Master menu appears; click the \C020202Drop Now\C484848 button or press \C020202Enter\C484848.

\C020202>\C484848 When dropped, the model becomes converted to pixols (and fixed to the canvas). By default, the \C020202SimpleBrush\C484848 is chosen, with \C020202Draw>ZADD\C484848 turned off and \C020202Draw>RGB\C484848 active. Now you can freely select any of ZBrush's tools to paint, touch up, perform color-correction or add new elements (color and/or depth) to the object's surface.

\C020202>\C484848 Press the \C020202Projection Master\C484848 button again (or press \C020202G\C484848), and the Projection Master menu appears again. This time, select from among texture and displacement options, and click the \C020202Pickup Now\C484848 button or press the \C020202Enter\C484848 key.

When the model is picked up, several things occur, even though the process appears very simple. The details you've added to the object's surface become transferred to its texture and/or mesh, according to your selected options. If displacement options are selected, the object's mesh points are displaced without changing resolution or vertex order -- important for features such as morph targets.

After the details are transferred, everything on the active layer (including the old instance of the object) is cleared. The modified object is then drawn in place, in the \C020202Transform\C484848 or \C020202Edit\C484848 mode active when dropped.

This process can be repeated as often as desired.
/*text_end*/

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