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
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