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Righto. I've been persuaded to create a tutorial for use of the Z buffers, since they're pretty mysterious if you don't understand the idea behind them. Now, bear in mind two things. First, I created the Z buffers for my own use, to make my object creation easier. As a result, I created them primarily to serve my needs. It occured to me they might be helpful to others, so I made them available, but they weren't designed to be user friendly, just useful. Second, my communication skills are rather questionable. Bear these two facts in mind when reading this tutorial. Right. This tutorial uses the Paint Shop Pro program in its screen shots and specific commands. That's because I use PSP. If you have any other decent graphics program, the theory will be sound. If you don't know how to use your graphics program, I can't help you.
Still with me? Good.
Okay, so you've got the graphic you're going to use. For the purpose of this tutorial, I'm making an end table out of a funky jade block with a stone counter top. The object has three planes/surfaces that need to be represented in the Z buffer, the top, near right and near left sides.
So we've got a picture channel with this block sitting in the right place, since we placed it using the old object as a guide. What I mean is, the table top is in the same location as it was in the old image.
New image in same location as old image:
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