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posm
08-26-02, 12:55 PM
Hello,

I'm new to ZBrush, although I've been using 3D programs for a long time.

I'm investigating methods for adding detail to existing models, and I'm hoping ZBrush will help.

I'm using a method called Normal Mapping, for adding detail to real-time 3D models, and for this method I need to supply a low-res in-game model and a high-res detailed model. Using a tool in 3D Studio Max, the height differences between the high-res and low-res models are sampled down to a bump-map-like "normal map" texture, which when applied to the low-res model gives it the appearance of having the detail of the highres one, without the heavy polygon count. Here's a sample of a similar workflow... http://www.crytek.de/screenshots/index.php?sx=polybump&px=poly_04.jpg

My aim is to export a model from Max, create detail in ZBrush, then export the detailed model back to Max for conversion to Normal Maps.

However, I can't see a way to easily do this in ZBrush. Any depth painting seems to require conversion of the imported 3D model in 2.5D (pixols), which can't be converted back to 3D for export. Only way I've found is to use the Edit Object mode, use Draw zsub/zadd to push/pull the mesh, then export the new model.

http://www2.zbrushcentral.com/zbc_uploads/user_image-1030391623kxh.jpg
A quickie test.

Unfortunately Edit Object relies entirely on the subdivision of the original model... ZBrush seems to not be able to adaptively subdivide wherever I paint. I can uniformly subdivide my model, but that just slows things to a crawl. Is there some simple solution I am overlooking? Is there a way for ZBrush to add local polygonal detail via a paint-brush-like interface?


Thanks,
posm

Carnivore
08-26-02, 01:14 PM
Yes, you can sub-divide selected areas check step 7 in this modeling tutorial (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=000276)

Hey, this is my first post here too! :)
What you describe is one of the reasons why I bought Z-Brush a few days ago! Instead of making a hi-poly mesh and a mid-poly one, it would be possible to bring a mid-poly mesh into Z-Brush and add detail. Great for Doom III and whatever other games will be using the pixel shading technology.

In fact with the new Z-Spheres it may be possible now to create and skin practical game models within Z-Brush, moving to another app purely for boning and animation. If so, Z-Brush could find great favour in the modding communities.

posm
08-26-02, 01:41 PM
Cool. Thanks for the link. That should help a bit.

Am I really limited to one brush style though? I can't figure out how to change brushes while in Edit Object mode.

Are there other methods than using the direction of the face normals when painting, since this causes pinching and overlapping?

LWTB
08-26-02, 01:59 PM
once 1.5 is released i will make new char models for quake and mods alike with ease. all that needs to be done is animation and bones.

(just wish i coulde find an ez way to put pose models with use of bones)


Added by moderator...See this thread (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=008428) :)