View Full Version : Question about settings??
Northstarr
04-05-04, 09:36 AM
I have been experimenting with the projection master, trying to get the same effects that are on the sword in the zscript. But I don't seem to be getting the same results. I wonder if it might be the settings I am having a problem with. So if anyone knows the optimum settings for mesh density (i.e. divide) and draw density, and z intensity, please tell me as I can't seem to get the right combination at all. I either get mush or ragged edges. Certainly not neat and clean like in the script. Any help would be appreciated!
Thanks
Mahlikus The Black
04-05-04, 09:41 AM
I have found that it i extremely mesh resolution dependant. So if your detail (Like a dot, add or sub) is smaller then @ least 4 to 5 polys..it wont show. I could be wrong but thi i what I have found in my playing. Dont know about DMaps though...its still pretty gray with me too.
andreseloy
04-05-04, 09:45 AM
Excuse me Northstarr but i dont understand what you are refering to? Can you details or script to show what you are getting and what you desired?
Thanks for your attention
Andreseloy
Mahlikus The Black
04-05-04, 09:57 AM
Z2 Andreseloy.
andreseloy
04-05-04, 10:21 AM
Yes, MTB I know but still not understand¡
Excuse me¡
Andreseloy
Northstarr
04-05-04, 01:15 PM
If you go to the "help' button on Z2, and pick "projection master" a page of information comes up. At the bottom is an option to view a zscript. Watch the Zscript choice #5. This will show you what I mean.
andreseloy
04-05-04, 01:20 PM
Thanks Northstarr
Andreseloy
Mahlikus The Black
04-05-04, 03:02 PM
Yeah, picking depth transfers the data to your current mesh. If you don't have the desity to support the detail, then it won't transfer well.
Here is an alpha transfered to a Sphere using PM with very different densities.
http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081202356bli.jpg
http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1081202369ysk.jpg
Now, a trick that was just posted by Grub is using the bump material and a texture and generation a DMap. Then, tranfer the Texture to be a displacement map so cavity setting render properly and then make your texture. This helps lag from 2 mil-poly models and the like.
He eplains it better here. (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=014785)
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