View Full Version : Pixologic Release - ZMapper (PC) - Now Included in ZBrush 3.1
TrollComposite4.jpg
This plugin is now a part of ZBrush 3.1
Continuing its development toward the release of ZBrush 2.5, Pixologic, makers of the award-winning program ZBrush, have released a new plug-in: ZMapper.
ZMapper is the free Next-Gen Normal Mapping plug-in for ZBrush 2.0. Using ZBrush’s revolutionary multiple levels of resolution and a new lighting-fast ray tracer, ZMapper generates unsurpassed normal maps in seconds that will work with any game engine need.
The built-in open GL viewer allows artists to see their normal maps in action directly on the model without leaving ZBrush. Artists can also view their wire frame, normals, tangents, and UV seams directly in the viewer allowing for fast troubleshooting.
Built into ZMapper is a simple to use interface that gives artists and programmers complete control over their normal maps. Every permutation of normal map generation is possible and easy to do with ZMapper's Expert Options. Artists can create tangent space maps, world space maps, flip their red channels, swap their red and green channels, and derive their tangents from their normal and binormals as well as a host of other options.
ZMapper also contains several options designed to take your normal maps to the next level and to help troubleshoot your game engine needs:
• The Render Region Window allows you to render only small portions of the normal map at a time or to focus in on problem areas and adjust your settings for those areas only. It's even possible to use different calculation methods for different parts of the model!
• The Snapshot options let you take snapshot images of your model within the viewer to compare results against. The snapshot function is a pivotal tool for allowing artists to test out their settings as well as export images directly out of the viewer.
• Morph 3D Mesh will cycle between a stored morph target and the base shape allowing you to test deformations directly on your model within the plug-in.
• Morph 2D Unwrap will unwrap your 3D model into your 2D UV's allowing you to troubleshoot your normal map settings at the UV boundaries and check your normal map as a 2D plane.
• Inflation of High Resolution Mesh Details, giving artists the ability to add that extra little punch to their normal maps.
• Camera Perspective
• Store and Open Configurations, allowing artists to use the normal map presets which have been provided for Maya, XSI, 3D Studio Max, NVIDIA and more or create and save their own for easy use (and sharing) later.
• ZMapper Revision D now contains a new Projection feature. This powerful Projection feature makes it possible to create a normal map by projecting one mesh's details onto another arbitrary mesh (with different topology - see image below which demonstrates projection of detailed objects onto a simple 3D plane).
NormalMap_parts2.jpg
With ZMapper, Pixologic continues its promise to give artists the most powerful toolset in the most direct and accessible format possible, and assert itself as the Next-Gen tool for the Next-Gen game artist.
Shane Caudle, Technical Art Director Epic Games says, "We here at Epic have found ZBrush to be an irreplaceable tool in our pipeline; we use it extensively for character and environment assets. With this new release of the ZMapper, plug-in even more aspects of our pipeline can be done inside ZBrush. Since we are doing next generation games, our models rely heavily on normal map detail to make our in game models look like their extremely detailed counterparts. ZMapper is an awesome tool for creating high quality normal maps in a fraction of the time that other programs we use would take."
:b3: :b3: :b3: Click here (http://www.pixologic.com/zbrush/downloadcenter/) to visit the Download Center :b3: :b3: :b3:
Installing ZMapper
Extract the zip file. Move the contents of the ZMapper folder to the ZStartup/ZPlugs directory. If there is no ZPlugs folder, create one.
Launch ZBrush.
ZMapper will place a button in the ZPlugin palette.
Using ZMapper
Load a multi-resolution mesh and go to subdivision level 1.
Draw the model on the screen and enter Edit mode.
Load a bump map into the Alpha palette (if desired) and set its stength using Tool>Displacement>Intensity. (A blank texture will also need to be applied to the model in order for the bump effect to be visible.)
Click the ZMapper button.
Click on the Normal & Cavity Map tab in the ZMapper interface.
Modify any settings, if necessary.
Click the Create Normal Map button.
ZMapper will calculate the normal map and render it on the low resolution model. If satisfied with the results, exit ZMapper. The newly-created normal map will be selected in the Texture palette, ready to be exported.
For more advanced usage, be sure to read the PDF documentation:
Please share any images where you have used ZMapper in this thread! :)
:: :: :: Note: A thread for Troubleshooting any problems that you might be having with ZMapper has been added to the Questions & Troubleshooting forum. Please do not post such messages here. Post them in the Questions & Troubleshooting Thread (http://www.zbrushcentral.com/zbc/showthread.php?p=244613#post244613) instead.
*The Mac version of ZMapper is currently in full development cycle and will be released as soon as possible.
Thanks!
The Pixologic Team :)
ZBCThumb.jpg
ludikastyle
11-30-05, 05:14 PM
First!!!
O my god!!
Do I win something for having spotted the new world first Aurick?!
Like some kinda Zshaped plush, or a pixolator designed mug?
Ok just kidding, I'm quite happy about the release...
DarthWayne
11-30-05, 05:18 PM
This is going to be one popular plugin I feel! Taking bets on how long till top row? My bet is under 6 hours lol :lol: :lol: :lol: :lol: :lol: :lol: :lol: :lol:
Wayne...
Max the Artist
11-30-05, 05:25 PM
Wow! great stuff :D thanks so much Pixologic.
/ Max
Aurick,
Thanks as usual...genius,speechless:tu:
:tu:
I assumed that you guys were going to hold off and just release it with 2.5 seeing as how we're pretty much in Decemeber now. I'm definately not complaining that you all gave it to us today though. :D
Respect for all guys from Pixologic!!!
sparaig
11-30-05, 05:51 PM
TrollComposite4.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2722569%27,%27TrollComposite4.jp g%27,1,0%29)
Continuing its development toward the release of ZBrush 2.5, Pixologic, makers of the award-winning program ZBrush, have released a new plug-in: ZMapper.
*The Mac version of ZMapper is currently in full development cycle and will be released as soon as possible.
[size=2]Thanks!
The Pixologic Team :)
ZBCThumb.jpg (http://javascript%3cb%3e%3c/b%3E:zb_insimg%28%2722537%27,%27ZBCThumb.jpg%27,1, 0%29)
Waiting with agonized breath, etc. Looks like it *will* be worth the wait...
Mac user here...
ooohh...THANK GOD!
I thought the roadmap to zbrush had taken the back road to the netherregions of doom...
Glad too see things are back on track!
I've been waiting for this one for quite a while......
you guys never disappoint!
keep up the good work!
-tiktok
DMerchen
11-30-05, 05:55 PM
I can't seem to see anything if I click on the picture. Any help is appreciated. I wanna see this baby in action!!!
Oops...never mind. My brain doesn't seem to function all the time.
ludikastyle
11-30-05, 05:57 PM
Try clicking on the CLICK HERE TO DOWNLOAD text ;)
pOiNtPuShEr
11-30-05, 06:01 PM
Oh boy oh boy!!! I can't wait to try this bad boy out!
billrobertson42
11-30-05, 06:15 PM
Yeah! progress. :D
Moochie
11-30-05, 06:18 PM
Ahh .. Christmas already. And I haven't bought you anything yet. Thank you!
Antimorph
11-30-05, 06:20 PM
Nothing I can write at this point describes very well the joy I'm feeling. I'm just going to enjoy it. Thank you.
Frenchy Pilou
11-30-05, 06:25 PM
...useable with the Demo version?
chadtheartist
11-30-05, 06:27 PM
Thank you guys so much! This is going to save me loads and loads of time! I did a quick test today from a mesh I did a few days ago, and the map is so much cleaner.
And thank you again for letting us use arbitrary meshes. My jaw dropped at that.
Before you guys get 2.5 out, you need to set up a fund so we can all pay for you a vacation! Well deserved, IMO!
ludikastyle
11-30-05, 06:34 PM
>Before you guys get 2.5 out, you need to set up a fund so we can all pay for >you a vacation! Well deserved, IMO!
Chad, I definitely agree!
WingedOne
11-30-05, 06:35 PM
Can't wait to try it out. :tu:
I guess I know what I'm going to be downloading when I get home. :)
yahoooooo!!! this is so nice..
big thanks!!!!!
...useable with the Demo version?
No. Like ZAppLink and Displacement Exporter, it makes use of features that are unavailable in the demo.
ReplicA
11-30-05, 06:59 PM
HELL YEEAAAAHHHHH!!!!! I've been waiting for this since it was anounced, and the project I'm working on now is the one I need it on the most! Perfect timing, pixo-team.
Thank you, thank you, thank you!! :cool:
I started playing with that baby. Honestly, this tool is amazing,
Again thank you guys.
Sebcesoir
11-30-05, 07:35 PM
YEAHH!!
Wonderful pluggin!!!
The realtime viewer is great!!
ReplicA
11-30-05, 07:58 PM
Well, here's my first render of the ZMapper normal mapped character I started earlier today. There's some strange things happening with it when I render it in Max (blocky areas), but it looks fantastic in ZB. If you're using Max to check your maps, remember to tick the "Flip Green" box in the normal map options.
Ogre_01.jpg
-WOODY-
11-30-05, 08:08 PM
Cool. Wonder what the mesh looked like before you added the normal map?
Can't wait to piddle around with it myself.
Well, here's my first render of the ZMapper normal mapped character I started earlier today. There's some strange things happening with it when I render it in Max (blocky areas), but it looks fantastic in ZB. If you're using Max to check your maps, remember to tick the "Flip Green" box in the normal map options.
Did you try one of the 3D Studio Max presets? There are four available ones for 3DS, depending on your needs.
ReplicA
11-30-05, 08:33 PM
I just did, and worked great, thanks. :)
I'm loving this plug, I can't tell you how many times I've had to sacrifice detail in order to get the mesh into Max for normal mapping. Now I can do it all (sans mechanics) in ZB. You guys just made my models look even better. Thank you ! :D
Hardtwist
11-30-05, 08:37 PM
Great work team ZB. Thanks for your hard work. I am looking forward to using this.
I am so busy on a freelance job. I won't have time to play with it but will keep a watch on you guys to see how it works.
Big Props to Pixologic
Svengali
11-30-05, 09:32 PM
Another "Well Done" to Pixolator and Pixologic. And a special nod to the author of the very comprehensive documentation. Great job there, too!
If this is any indicator, 2.5 is going to blow us completely away...
Sven
Verdant
11-30-05, 09:59 PM
The ability to bake cavity shading into normal maps is ridiculously dope, its applicability to game development is awe inspiring. Yet again Pixologic shows its genius for honing the cutting edge of graphics.
A 100 page manual for a plugin. Man that is just wicked.
Strannik
11-30-05, 10:42 PM
that's really cool, thanks a lot :tu:
aminuts
11-30-05, 11:05 PM
A labor of love. Very cool indeed!
Thank you seems kind of inadequite but it's the best us humans can do....Thanks!!
smokebox46and2
11-30-05, 11:24 PM
Holy Shiznit!!! I used to hate surprises, but now I know what has been missing from my life :D
Thanks a million quads Pixologic Team :: :tu:
apexpriest
11-30-05, 11:34 PM
Thank you, thank you, thank you!!!!!!!!!!
You guys are great!
Oh, they taunt and they tease! :lol:
Create and select a texture that will hold the normal map. It must be square, and its side dimensions must be powers of two. (256, 512, 1024, and so on.)Is it just me, or was that a hint of things to come?
("and so on" being more effort for someone to type than simply ending the pattern at "4096"...)
And that was just three pages into the manual! What secrets might the remaining 97 bring?
(good luck sleepin', everyone)
aminuts
12-01-05, 01:51 AM
I have to say......how absolutely cool it is gonna be to able to start with zspheres and do your thing not worrying about topology and be able to export out the base and rework it if necessary and be able to take the detail done up in the original and apply it to the new one. well in fact I can't say how cool this is gonna be. I am doing one huge happy dance......be thankful you can't see it!
Awesome stuff!!!
marcus_civis
12-01-05, 02:01 AM
This is wonderful. :cool: Not only is the plugin brilliant but the documentation is informative and entertaining. A big thank you to all concerned, your generosity is astounding. I think that ZBrush benefits from word-of-mouth promotion - I tell anybody who's interested (and a lot that didn't realize they were interested ;) ) how amazing it is! Thanks! :tu:
Abyssis
12-01-05, 03:15 AM
This is wonderful. :cool: Not only is the plugin brilliant but the documentation is informative and entertaining. A big thank you to all concerned, your generosity is astounding. I think that ZBrush benefits from word-of-mouth promotion - I tell anybody who's interested (and a lot that didn't realize they were interested ;) ) how amazing it is! Thanks! :tu:What should I / can I say more? Just: thank you.... awsome... you crazy guyZ from pixologic:cool: :tu:
Bonecradle
12-01-05, 03:17 AM
Many thanks to the Pix people :tu:
I've just been taking a look through the docs.
When I saw that normal maps could be projected from one model onto another of different topology I wondered if you would have to do this in stages like if you were using Projection Master to do it. But it looks like ZMapper does it all at once. So is this the first time ZB is able to 'see' the backside of models? What else might that raycaster be used for?
Fouad B.
12-01-05, 03:47 AM
Thx to Pixologic's Team for all.
Amazing work you do every time.
MANY MANY MANY MANY THANKS... wow.. that's so awesome! Thanks guys :)
pixeler
12-01-05, 04:51 AM
I gone crazy man, I gone crazy~!! Thanks pixologic team, thanks!!
I love you~all of you.
Maya4fun
12-01-05, 05:40 AM
HOOOooooo, what a greatfull plug. Thanks a tone at incredibly Pixologic team, and long life at ZB.
Emmanuel (O_O)
Sebcesoir
12-01-05, 06:14 AM
Definitively a must have for next gen games!
zmapper shoots.jpg
junkville
12-01-05, 06:26 AM
great looking plugin so far - but one thing that would be nice, is the usual zbrush 2 style tooltips explaining what everything does...there are a LOT of buttons!
lemonnado
12-01-05, 06:41 AM
Wheeeeeeeeeeeeeeeeeeeeeee!
http://img227.imageshack.us/img227/4199/smiler4mc.jpg
I am currently creating a Game Map. I did not plan to use normal maps because of the hassle. Now I will use them and include a ZBrush reference.
And thanks a lot for the cool extra files. Made my day!
:tu::tu::tu::tu::tu::tu:
LemonNado
Woaaaaaaaaaaaaaaaaaaaa, just read the manual. THAT is massive!
Elendil
12-01-05, 06:48 AM
Thanks for that :)
ZaBenkei
12-01-05, 06:54 AM
....speechless...
this is unbelievable. Any other company would have sold the whole ZMapper thing as a standalone app for 400 bucks...or more. But as a free plug-in...?
THANK YOU PIXOLOGIC!!
Antimorph
12-01-05, 08:10 AM
You know, when I hear people talking about the genius of Albert Einstein, or Wolfgang Amadeus Mozart, I'm thinking 'I wonder what Ofer is getting up to today'.
Then a few times every couple of years he delivers it, beautifully, for peanuts, for reasons that he seems happy enough to leave us to deduce.
You better believe that makes a difference. I'm so far beyond 'fanboy' I probably just need to shut up, but I don't want to!
(Goes to phone everybody)
pixelsoul
12-01-05, 08:18 AM
The ear has gotten kinda mixed up :(
Definitively a must have for next gen games!
zmapper shoots.jpg
Yainderidoo
12-01-05, 08:24 AM
......If you ask me...with all these plugs coming out and stuff....we all have Z-brush 2.5 allready...give or take some last upcoming plugs (like rigging)....that's why it's callled the "Roadmap to 2.5"....it's all paved out on the road and we are picking it up on our way! Great project and great program. And wonderful pixologic Thanks GUYS and GALLS. *****
Yainderidoo
An absolutely excellent plugin :tu: And the documentation is very well done, I especially like the section on the principles of normal mapping.
And it is free you say? Well I won't say no to that but just say, once again, thank you very very much.
Mentat7: Your graphics card almost certainly supports OpenGL. What it apparently does not support is the Dot3 bump mapping (Normal Mapping). As far as I know Nvidia GeForce 6600 and up + ATI Radeon 9500 and up support normal mapping.
sirquadalot
12-01-05, 09:16 AM
Open Gl...Raytracing...I'm drooling.:tu: Looks amazing. I've played with the troll for a little, and man this is really wonderful. Did I mention It's fast! (Open Gl via ATI PCIE X800XL 256MB) I was just having fun spinning the model! :cool: :tu: :tu: well I'm off to read the manual. Thank you Pixologic for this really cool app...I can't wait to see this for displacement maps! Glad to see you guys are still on track!:D :tu: :tu: BTW, Pixolator you rock!
thank you very much for this! look forward to learning this new plugin.
There have been quite a few questions posted in this thread already. Please keep in mind that this thread is for sharing your impressions of ZMapper and artwork that you create using it.
As the ZMapper release post states at the start of this thread, there is a separate thread in the Questions & Troubleshooting forum specifically about ZMapper. Any difficulties that you might have should be posted there, rather than here.
I have removed several posts from this thread and moved them to the correct one. Please help me avoid having to do that any more than necessary. ;)
Thanks!
Sebcesoir
12-01-05, 10:40 AM
(Those models were not supposed to render in realtime, almost the witch)
What an awsome plugin :eek:. Beside the whole normal map thing,which is just stunning.. I must say that the possibilty to morph models within zbrush is a thing I have been waiting for a long time.
Thanks Ofer, thanks Pixologic! And when the new zbrush will be released (hopefully this month), we will be in 3d heaven :D
....and a Happy Easter to you too.
Seriously, many thanks for what I am sure was a gargantuan effort.
Additional thanks to the developers who, maybe now, will get some sleep.
I am sure as my knowledge grows ,so will be my
appreciation of valuable plugins such as this.
You are and will remain the most fun software I have ever
had.
( and at times the most exasperating)
ashaiad
12-01-05, 01:24 PM
Amzing plugin . thanks alot :tu:
I havnt started getting into the detals of it yet.. but so far Excelent results...
I'm voting for a new thread for people workflow and settings
Here are mine at least...
after creating hte map (default settings)
export it to your fav format
flip it vertically in photoshop (or in Maya)
assign the map to the Bump node (maya 7 is smart enough to reqognize it)
use Hardware render to see how it will look like in a game engine
screen1.jpg
screen.jpg
Thanks to all at the Pixologic team for a job well done! What a boon to the game industry and to all of us who enjoy real time rendering!
Cassandra Helm
12-01-05, 01:58 PM
Looks Gorgeous! I am loking forward to the mac release! :D
gamePat
12-01-05, 06:17 PM
WOW, the ZMapper is the most awesome normal-mapping tool i have ever seen, and I tried a lot of tools like the ultimapper in XSI, the ATI/Nvidia-Tool,
but this is the fastest and most comfortable tool, that
creates really awesome-looking normal-maps.
I really can't wait for ZBrush 2.5 ! :cool: :D
ZB_Artist
12-01-05, 07:41 PM
looking forward to the mac release as well.
Nice Job!
drjjwow
12-01-05, 10:17 PM
Hey matt is anybody working on a pdf file that kinda explains this plugin a bit. or maybe a script that shows me how to use it the right way. thanks.
Antimorph
12-01-05, 11:03 PM
dr. jjwow,
- read the first post, you will see almost immediately that there is a pdf manual available for download.
tgraupmann
12-01-05, 11:19 PM
The ear has gotten kinda mixed up :(
In the plugin doc it kind of says this is expected behavior. If you've made to big of change between subdivisions like stretching the ear, it can't logically determine the correct thing to do.
You might want to take the high poly model and optimize or smooth that into a lower subdivision to get more of a gradual change.
Can't wait till they start posting common use videos of this plugin. Sooooo many buttons ;P
Maya4fun
12-02-05, 12:57 AM
Test with hand. Great improvment Pixo, thanks a lot.
Cheers.
Emmanuel (O_O)
Miken72
12-02-05, 01:58 AM
Thank you so much -again Pixols!
You guys and gals really lead the way and others will follow (copy).
So lead us to new order of 3D world!
I wonder why those other companies even bother...
Maya4fun
12-02-05, 04:27 AM
I don' t resist to show you another tests, displace with bump map for generating a normal map. Ho, 5600^^Triangles for this character.
Emmanuel (^^)
tauren.jpg
Drummer
12-02-05, 06:22 AM
:D !!! fantastic !
thank U
What can i say?Thank you Pixolator cant wait to test it!
castor76
12-02-05, 08:04 AM
I am a next gen console developer and I have tried this plugin today.
The plugin is great. It was one of the fastest normal mapper that I have came across. So big claps to PL. Well done.
There is one thing that I found it can be useful addition to the mapper.
I found that if I can edit the models (low or high) it would be super useful.
The idea is that you must be able to see both low and high polygon models overlapping each other in some sort of semi-transparent way, and be able to select either low or high polygon model to tweak it a bit. This will allow the artist to do that fine tunning before rendering the normal map.
You can ofcourse exit the plugin and edit them in normal Zbrush way, but it is difficult to do it when you can't compare the differences between the high and the low polygon models.
So a edit mode inside Zmapper with the ability to select between low and high polygon would be great. Ofcourse, you must be able to show/hide them as well.
This will allow us to create the game friendly model and still be able to tweak it a little to get it closer to the high polygon model and the other way around as well.
Excellent work P.L.:)
drjjwow
12-02-05, 08:16 AM
Lol I must be blind as a bat. woohoo
Thank you very much:tu: :tu: :tu:
my test
Snap4.1.gif (http://javascript%3Cb%3E%3C/b%3E:zb_insimg%28%2722689%27,%27Snap4.1.gif%27,1,0 %29)
Snap3.jpg (javascript:zb_insimg('22690','Snap3.jpg',1,0))
polyguns
12-02-05, 02:48 PM
I have been wanting this FOREVER.
Greatest program and greatest online community ever is here
-WOODY-
12-02-05, 05:38 PM
Although I'm not finished with this model, I wanted to make a quick test to see how the ZMapper plug-in would work with Lightwave 8.5
The image on the left is the low poly model in ZBrush at around 16,000 polys. The image on the right is the lightwave render using the TB_NormalMap.p plugin. There are a few anomalies in the mesh, but I think that's because I have a little bit of overlapping mesh.....That's a no, no. Over all I'm really happy with it.
http://members.cox.net/woodmiester/artwork/normal_test.jpg
Badtastic
12-02-05, 06:32 PM
Hi!
This is a great tool! :)
Thanks a lot Pixolator. :tu:
I made a quick and rough test in C4D. There are some issues visible in the ears. Any tips on how to fix these?
Cheers / Alex
ryankingslien
12-02-05, 07:41 PM
Badtastic (http://www.pixolator.com/zbc/member.php?u=30863) - Please post questions here (http://www.pixolator.com/zbc/showthread.php?p=245100#post245100). What you are seeing is the result of your settings not be set correctly for Cinema 4D. As there is no Cinema 4D preset at this time, this will require trail and error and the support of Cinema 4D community. :)
Cheers,
Ryan
Here is mine. I used the Maya tangent space best quality settings.
I used my bump map in the alpha slot and set as a displacement before NM generation time. I think it said it rendered over 9 million polys.
This is a 4096 X 4096 normal map!
tort_NM_wire_01.gif
Peace,
NickZ.
I love this tool! Thanks ZBrush.
jbrophy
12-02-05, 08:54 PM
Ok I thought I would write a quick Tutorial on max 8 and also post my max 8 settings.
So do your normal stuff. Make low poly model, Sub d it up in Z. Then with your model in it's lowest settings run Zmapper. Load up my presets, which can be found here
http://www.jessebrophy.com/images/ZMapperCustomConfig_Max_8.zmp
The more samples and Division you use the better the map. Now export out your normal map. Load up max and import your low poly model. Now add a material to the model. In the bump slot add a normal to bump map. In the normal slot that comes up load in your newly made normal map. Add a light and render. There is no need to change any of the normal settings as long as it is set to tangent.
Let me know how it works and if I should change anything in this brief description. Good luck.
Sebcesoir
12-02-05, 09:35 PM
Can someone explain me clearly the difference between bump and normalmaps in non realtime rendering?
There s a chapter described in the PDF, but to be honest... I dont get it :o
I dont see any difference...
DO you have more volums informations using normalmap instead of bump for cinématics?
ryankingslien
12-02-05, 09:55 PM
Sebcesoir - I can't explain the difference but I can tell you what I was told and what has helped me.
A normal map can do everything that a bump map does to the same level of quality that a bump map does it.
However, there are things that a normal map can do that a bump map can not.
Normal maps are not necessarily better than bump maps in terms of quality.
They are better in terms of what they are able to do.
Hope that helps. :)
Thanks for all your great work!
Ryan
jbrophy
12-03-05, 01:31 AM
Sebcesoir - I shall try to answer this as I understand it. I could be wrong so please feel free to point out my mistakes.
When you use a height map as a bump map in a 3d program or an engine, it is, essentially made into a normal map. The, I shall use the word engine from here on to describe any rendering package or game engine, converts the height map into a normal map by looking at the difference in height changes from pixel to pixel and determining the angle. So a normal map is this, essentiallyy the angle that is created from comparing one pixel to it's neighbors. This happens on the fly in 3d programs. But if you can remove this computation at render time, in theory, you can speed things up. So if I have a 3x3 map the middle pixel has to compare all its neighboring pixels to determine it's angle. This creates a normal map that is the same resolution of the bump map, 3x3 in the end, but the fidelity of the map is lost because it gets its information from the pixels around it. The pixels on the perimeter have less pixels to determine their angles. So a normal that is computed with Zmapper has much more detail than one that is created from the same size bump map, in say photoshop with Nvidia's plugin.
I hope that made some sense and was somewhat correct.
-WOODY-
12-03-05, 08:19 AM
I'll try to give it a shot. Maybe it'll help or just make you more confused.
In short, a normal map is a bump map on steroids.
Displacement map:
A displacement map is a greyscale image that is used to "actually" change the shape of the model. This is probably the best method to use, but there's one big drawback. At render time, the model must be subdivided close to or right at the same number of polygons that your high-poly model was at when you created your displacement map. At render time, the map then moves the normals in 3D space to create the needed detail. The downside is that it takes FOREVER to render your model making it unusable for use in games.
Bump map:
A bump map is a greyscale image as well that is used to "fake" the way light and shadow falls upon a suface normal. It's great for making it look like there's bumps, wrinkles, and cracks in a suface. The way light is calculated using the greyscale image is done by using the pixel information to calculate it's "vector" ( location in 3D space ). With a greyscale image though, this info is "relative" to the actual normal itself.
This is why you have to use the same greyscale image map with the same model that was used to create it ( unlike a normal map ). In other words, this vector information is "stuck" to the actual surface normal.
You can notice this in some games. If you see bullet holes or craters in a wall, it really looks like there's depth to it. If you walk up close to the wall and look at it at an angle, you'll see that the wall still looks flat. This is what I mean when I say that this bump map information is "relative" to the actual normal itself.
Normal map:
This works much in the same way as a bump map except that it uses the Red, Green, and Blue color channels of the image to calculate the location vectors ( X, Y, Z ) in 3D space. This will tell the renderer how light and shadow will be calculated when you render your image. This method is better because it allows much more detailed normal vector information to be encoded.
This information, unlike bump map information, is not relative to the surface normal ( is not stuck to the surface of the normal ) which is why you can apply this normal map image to a different model. Still, it has it's limitations. In other words, you can't take a normal map image from a highly detailed monster charater and apply it to a stick figure type of model and think that you'll have the same results.
If you're playing the same game, looking at the same wall but this time the craters or bullet holes are created using a normal map, you can walk up to the wall and look at it at an angle and it will look like the wall really has craters or holes in it.
There are still a few things that I'm not completey sure of myself, but I hope that is is the basic understanding of it.
Comment and question.
Obviously this is not what we call 'light reading"
However page 88 has the following footnote.
13 Such as your author, who would dearly love to explain the details, but will restrain himself as he understands that sentences like, "renderers generally assume that a surface normal is pre-normalized, so using a non-unit vector in a normal map can affect the final light intensity,! do not necessarily inspire fascination in the user community.
People have different ideas of what is funny.
Have to admit choking and gagging on a sip of
Diet Pepsi when I hit this.
Question, who wrote this?
ZaBenkei
12-03-05, 09:34 AM
Pixolator, obviously.
Hope you've recovered from half-choking on your drink..I for one found the manual easy to read, and this one sentence made me smile.
aminuts
12-03-05, 09:35 AM
haha almost sounds like something mr. petroc would say.
but have been wondering myself who has written it....very well done!
smokebox46and2
12-03-05, 10:03 AM
Can someone explain me clearly the difference between bump and normalmaps in non realtime rendering?
There s a chapter described in the PDF, but to be honest... I dont get it :o
I dont see any difference...
DO you have more volums informations using normalmap instead of bump for cinématics?
Bump maps are not affected by directional lighting, but normal maps are (i.e. moving a light in your scene to light an object with only a bump map will not affect the shadows of the "bumps." If you use a normal map, the shadows caused by the detail in the normal map will change accordingly with the positions of your lights...soooo, it's more realistic.)
Is there any way to use a low res mesh that isn't the base mesh for the high res? For example, use a poly reducer program to generate your low poly after you have finished the hig res, and then use your high res and new generated low res to get a normal map?
Antimorph
12-04-05, 02:01 PM
sumpm1 yes, Chapter 3 and Section 5.6 of the manual.
polyguns
12-04-05, 03:30 PM
this is great, i normally make my meshes, then take into zbrush for detailing, then once thats done, go back to my lower res and reexport that and reimport into 3d ap to test my renders. This will save oh so much time.
for the love of god pixologic, MAKE US A GAME ENGINE!
Wow, that is a pretty extensive manual!
Thanks
I think the coolest feature is that you can bake your bumpmap into the normalmap. This is impossible to do anywhere else. I have been trying to find a way to do this for a long time. Instead of doing all of your fine details in geometry, you can do them quickly in the bumpmap and keep them!
I created a preset for Softimage XSI, works great with the D3_normalmap shader(not sure about the native XSI_normalmap shader).
Get the D3 shader here(version 1.2.2): http://be3d.republika.pl/
However, having a preset as a guide is nice, it wont replace the fact that you'll have to learn the different settings to take full advantage of Zmapper, for each character/mesh. Powerful stuff!
EDIT: Forgot to mention to smooth out the seam in XSI, with your elephant/troll selected, Selection>Geometry Approximation(popup, click YES). Polygon mesh tab> Discontinuity>100
the default is 60 and sometimes this is good enough, but in case of the troll..it wasnt.
EDIT:EDIT: i included a sample XSI 5.0 scene file with the elephant(has Final Gathering enable), requires the D3 normal map shader.
create a preset for Softimage XSII'm sure this would help a lot of users, and I'm not disputing the value of such a feature, but...
We could say "please". ;)
ryankingslien
12-05-05, 10:05 AM
Thanks SonK for the preset! :)
r
Not sure about your comment about using the word Please based on SonK's post here.
I think that he may have meant it to read ... "Created a preset for XSI" .....
So he is not actually demanding or asking anyone to create the preset as he has already kindly posted the preset for other users.
Anyways thanks SonK for taking the time and trouble.
ReplicA
12-05-05, 02:03 PM
I'm sure this would help a lot of users, and I'm not disputing the value of such a feature, but...
We could say "please". ;)
HahaaaHaaa! Open mouth, insert foot. :D
eggsrgood
12-05-05, 06:15 PM
ah, better "undo" that one CTRL-Z :p
ReplicA
12-05-05, 06:21 PM
ah, better "undo" that one CTRL-Z :p
Oh man, now THAT's witty. Good one, man, I can't stop laughing... :lol:
Zmapper- Fastest normal maps in town. :tu: :cool:
Sebcesoir
12-05-05, 09:33 PM
Here's a render I did based on my Z-Car and it tire.
I did a new low res mesh, more adapted for realtime purposes.
The rendering is done in Maya viewport...
zcar_realtime.jpg
epiginosis
12-05-05, 09:51 PM
Absolutely ingenious! This will save me a ton of time!
Forgot to mention to smooth out the seam in XSI, with your elephant/troll selected, Selection>Geometry Approximation(popup, click YES). Polygon Mesh tab> Discontinuity>100
the default is 60 and sometimes this is good enough, but in case of the troll..it wasnt. seams to disappear.
if you have any problems with Zmapper <-->XSI, post it up in the trouble shooting thread:
http://www.zbrushcentral.com/zbc/showthread.php?p=244613#post244613
I did see that SonK provided settings (quite generously, I might add), and thought he was asking that they be included in the official release. Which would be quite helpful to a lot of users, and is worth asking for (politely).
I stand by that interpretation, both feet squarely on the ground (and my head in the clouds, so foot and mouth couldn't be further from one another).
Whether I read correctly what was meant, or merely what was written, I think this was an appropriate response. But consider me taken down a peg if it makes you happy. I'm here to accomodate. :lol:
ReplicA
12-06-05, 06:23 PM
Not to worry, Aaron, I'm still laughing at you. :lol:
Rock on.
Hey, I lasted 21 months without walking into the "undo" joke. That's a pretty good record, all things considered.
:cool:
eggsrgood
12-07-05, 02:27 AM
hey CTRL-Z, couldn't resist. Glad no offence was taken. :D
i love that tool too but is there any tutorial about using the produced normal map into 3dsmax because when i use " normal bump " in bump nothing happens and i just see the nromal map in black & white....please need a short tutorial.
thanks again :p
Scott Spencer
12-09-05, 03:15 PM
EDIT
I shoulda waited for the manual to download.... now all I can say is FREAKIN A!
RAWK ON HARD CORE!
ahem
END EDIT
Will the new arbitrary mesh feature allow one to take a scanned head (800k to 1 mil poly) and a lower ress remeshed version then generate a normal map for the lowres head from the imported head in ZMapper? Both models are obj and can be imported as ztools.
S
aminuts
12-09-05, 05:29 PM
hi Scott,
I haven't tested it but just read somewhere here where someone was complaining about a 500k limit? I think it was in the TS forum zmapper thread...haven't checked it to see if there was a reply to it tho but you might want to check that out.
Bas Mazur
12-12-05, 04:24 PM
mac, mmmmac?
Bas Mazur
12-14-05, 04:52 PM
Mac!!
ryankingslien
12-15-05, 01:52 PM
movieThumb.jpg
Hello All-
We have just uploaded a movie showcasing the core functionality of ZMapper! :)
We look at the following items:
Creating a Normal Map
Using Configurations
Cavity Maps
Projecting Normal Maps
Rolling a bump map into your normal map
You can download it here (http://206.145.80.237/zbrush/zbcfiles/ZMapper_walkthrough_web.zip) or visit the ZMapper page here (http://pixologic.com/zbrush/class/zmapper2.html).
Enjoy!
Ryan
ReplicA
12-15-05, 02:10 PM
Killer! Thanks, bro. :D
Bas Mazur
12-15-05, 04:09 PM
Nice tutorial, thanks!
Can't wait using it :confused:
Moochie
12-15-05, 04:53 PM
Cheers! Good learnin'.
aminuts
12-15-05, 11:49 PM
awww you guys sure know how to keep us freaks with short attention spans busy!!
Thanks guys!
illusory
12-16-05, 12:01 PM
Been away for awhile, busy with Lightwave, painting, and trying to learn Vue 5i.....Just saw the walkthrough video for Zmapper. This thing rocks BEYOND BELIEF! I almost wept!
I gotta say I've never encountered a software project as devoted to it's user base, not to mention INNOVATION, as Zbrush. Brings my many 3D explorations over the years right into my day job as an artist (painter and would-be sculptor). The future is dawning.
Can't wait to put this into use -- just hope it works with Lightwave....
THANK YOU!!!
NJ
Webhead
12-16-05, 06:26 PM
Yes, don't forget the Macophiles!! :ex:
I am hoping for Christmas present from Pixologic, would be nice to have this great looking plugin on my Zmac
Once again, the "Mac-Me" please section. You all know it will happen in due time. Until then keep playing with what you have.
argonaut
12-18-05, 07:20 PM
All of my plugins show up in the window inside of Zbrush, except for zmapper, displacement exporter, and zapp link. I use a windows xp.
tgraupmann
12-18-05, 08:08 PM
All of my plugins show up in the window inside of Zbrush, except for zmapper, displacement exporter, and zapp link. I use a windows xp.
You'll notice when you uinpack the plugins, they are in a directory. You need to move the contents of the folder into the zplugin folder, not the folder itself.
argonaut
12-18-05, 09:58 PM
ah, that would be it, thank you very much! (sorry for posting in the wrong place)
abe_Tamazir
12-19-05, 04:58 AM
Now all we need is a color and high map transfer to another model added to the zmapper options and it will be the most fantastic tool ever ;)
PLEASE PLEASE PLEASE
:)
Webhead
12-19-05, 05:39 PM
Once again, the "Mac-Me" please section. You all know it will happen in due time. Until then keep playing with what you have.
That sounds a little bit condescending. I'm not so sure you would be as patient if you were in the minority. Sometimes when you're in the minority you have to be a bit more vocal. Time is money, ya know.
frogspasm
12-19-05, 06:01 PM
I second what Abe said. We definitely need height map generation added into the Zmapper plugin. It seems to me like that would have been a very useful addition. Not many tools that can generate (good) displacement maps from arbitrary meshes. Maya sucks at it. Melody crashes when you try exporting displacement maps. Max does it pretty well, but our project pipeline is Maya. Would love to see this added in the future.
~M
zmapper is AMAZING. gratz. Just an observation... Could you add some base textures to the examples? I know we can see the result with a white base texture, but will be much better to add some base texture to the examples so we can droool even a few more... thx.
Once again, the "Mac-Me" please section. You all know it will happen in due time. Until then keep playing with what you have.
I have to say I agree with webhead, the remark was uncalled for and unhelpfull.
I have ZBrush licenses for my PC machines as well as my Macs so I do have the oportunity to use it on my PC but it doesn't hurt to nudge Pixologic every so often about the Mac version :-)
Also, as mentioned, will be good to put the SIGNED ( positive if collision if in front of the ray or negative is the collision is backwards ) height map in the alpha channel of the normal map output as well as the ambien occlusion.
thx
GORILLA
12-21-05, 12:22 PM
Z Mapper- Mac in 2005?
MadNinjaCow
12-27-05, 05:01 PM
I think theres a problem with this file, every time I try to download the movie it keeps crashing, I even tried to uninstall all my codecs and keep just quicktime and I even went as far as to download this file VIa a friends house, and the same problem happened...is there any chance for this file to be posted somewhere else or a different file type other than .mov?
I would REALLY like to watch this video if possible.
ryankingslien
12-27-05, 05:15 PM
MadNinjaCow -
First, congrats on a unique name. :) I just downloaded the file again to test it and everything seems to be working here. Other people have downloaded the file. Thousands, in fact. :)
I recommend that you reinstall Quicktime 7 with ITunes. That solved some peoples issues earlier. We are using Quicktime 7's H264 compression.
Let me know if that does not solve the problem. You can contact us at support@pixologic.com. :)
Another solution is to open the file in After Effects or Premier if possible. They will often provide a more detailed error message.
Best,
Ryan
MadNinjaCow
12-28-05, 12:37 AM
:lol:
Thanks, the name is a company old inside joke..but in either case, after doing everything that you said there was still a issue in watching this movie file, same for a few other people I know online and around..
I can email you the details if you wish, but luckly since the pdf was so on the money explaining the issue I was having (uv tile groups) I did not need to watch the video..but if there happens to be a .avi or .mpeg video coming in the not so distant future, Ill take that and put it in my archieves :p
aminuts
12-28-05, 01:05 AM
hey Mad.....are you using firefox? I have noticed since the new version.....quicktime files lock up when trying to view online but work ok from hd so try just downloading it first if ya haven't already....
not sure if that's the problem but thought I would throw a suggestion out just in case.
MadNinjaCow
12-28-05, 01:24 AM
hey Mad.....are you using firefox? I have noticed since the new version.....quicktime files lock up when trying to view online but work ok from hd so try just downloading it first if ya haven't already....
not sure if that's the problem but thought I would throw a suggestion out just in case.
Yes im using firefox, but Im not viewing the file online, Im actually downloading it to my hardrive
I even went to such paranoia to download it through internet explorer on a different location
I even deleted all temps/cookies/ and temps in fire fox and even went to such extremes to have the file uploaded to yousendit.com by a friend just incase I was getting some sort of bad signal (Seriously I did everything like this :rolleyes: )
So not to sure to be honest =\
MadNinjaCow
01-01-06, 12:11 AM
hey This may be a bit of a noobish question ( I know im just full of them)
Im currently working with max 8. And im not really sure how exactly you import in this normal map with max 8. I read the pdf for the majority of everything, but it only explains how to import it in with maya...is there a explination on how to do this?
I would be very appreciated if someone could help out with this.
Happy new year everyone!
In your bump map create a normal bump material and you load the normal map into the normal material slot.
Also I have found that zbrush's zampper max7 presets don’t create a correct normal map for use in 3ds max
Try using these (http://www.ericblondin.com/zbrush/forum/3dsmax8modifiedE.zmp) instead
BartoszN
01-11-06, 08:57 PM
Hey everyone,
This is my first post here. I wanted to take this chance to thank you for releasing Zmapper - its thest best plugin in the whole world. Im currently a student at Emily Carr Insitute of Art and Design in Vancouver, and I'm in the process of creating my grad film. My workflow (for characters, environments, props, etc) uses normal maps to add detail to areas without using expensive geometry. My workflow was - build working mesh in Max, export as OBJ to Zbrush, detail to subd level 6, export back to Max as obj and bake the normal map from the high res model to the low res model using Max's "Render to Texture". Thanks to Zmapper, I no longer have to export the high res model back to max! That was the biggest pain for me, and the greatest obstacle. Max would crash if I tried importing a obj with more than a million polgyons, which limited my work to about 4-5 subd levels. Now, I can detail all I want!
Really, thanks for this. Great plugin. I will be posting some work on the forums from my gradfilm shortly! (Its still in early pre production, im just creating characters now.)
Thanks again!
Any news on the Mac version of Zmapper?
-K
Bernard Caumes
02-02-06, 03:36 AM
cool
Webhead
02-02-06, 05:24 PM
Any news on the Mac version of Zmapper?
-K
Yeah, I knew there would be a wait however, I didn't think it would be quite this long. :(
Doesn't appear if they're going to comment on the Mac version. Too bad.
-K
kingotho
04-08-06, 11:51 PM
patiently wait...
kingotho
04-29-06, 03:51 AM
-The Anonymous Mac User
Bas Mazur
05-06-06, 05:26 PM
May 7... Still optimistic like all Mac users :D
womball
05-06-06, 05:28 PM
Doe zmapper automatically flip the UV's after they are created? Since they look fine in the zmapper mode, but when its back to the standard zbrush view, it looks flipped. Also how do you get normals to render in maya software?
Bas Mazur
05-06-06, 05:49 PM
Doe zmapper automatically flip the UV's after they are created? Since they look fine in the zmapper mode, but when its back to the standard zbrush view, it looks flipped. Also how do you get normals to render in maya software?
Can't Maya make normal maps?! I should like to help you with your problem but I am a Mac-user...
womball
05-06-06, 06:23 PM
I'm using zmapper which is easier than that way I think. Not sure how to load the normal map though.
Webhead
05-06-06, 08:06 PM
May 7... Still optimistic like all Mac users :D
Not quite as optimistic as I use to be, but I haven't given up all hope of seeing a Mac version in my lifetime.
womball
05-06-06, 09:17 PM
It seems to work nicely if you create a normal from your second Sub d level. Than use the bump channel of your shader to load the normal map. You have to make sure that its set for tangent normal space.
Luxology announced they'll have Modo 201 out in May . . . looks like they have some nice texture-paint features coming . . .
-K
Webhead
05-07-06, 09:45 AM
Not the announcement I've been waiting for in this forum, but very good news indeed. Thanks!
kingotho
05-10-06, 02:54 AM
(Yawn)
subspark
05-12-06, 02:43 AM
Helloooo!
We really need displacement mapping projection feature for ZMapper!
Need to displace an unwrapped/rigged arbitrary mesh in 3ds Max for use with muscle dynamics in cinematic resolution.
It's got to be on the top of the to-do list. Comeon baby YEAH!
Zmapper rocks nevertheless. :tu:
emihich
06-25-06, 11:14 PM
By the way , this is an oportunity to ask something I really would like to
undestand.
Can normal maps or displacement maps be used for render characters for High resolution work like movies resolution output (2k) or is it suitable only for games
lower resolution models ?
Can one export to 3dsMax in medium resolution and add displacement
to get a high quality image that don't show artifacts ?
Any expert reply welcome.
Greetings
Luiz Eduardo Mihich:confused:
HapZungLam
07-03-06, 12:19 PM
thx
bobobobson
08-15-06, 08:52 AM
i am really impressed by the siggraph stuff. however, much closer to home...
when will zmapper be available for mac?
Webhead
08-16-06, 09:31 AM
I wish I had the answer to that one, too. Still waiting patiently...
mayajulian
08-31-06, 02:22 PM
Does anyone know the code to export displacement into Renderman with DM2.
Thank you in advance
mike_bonifacio
09-05-06, 03:36 PM
hey,
im running zmapper and the last time i used it i think i hit hide. anyway, whenever i go back into it, the console at the bottom is not there anymore
i tried closing the program and restarting it and making sure my zbrush window is fully enlargred.
is there some keyboard command i can get it back?
i was on wiki zmapper and it says:
3 Keyboard Shortcuts
[edit (http://www.zbrush.info/site/index.php?title=ZMapper_Shortcuts&action=edit§ion=4)]
3.1 General
Exit x or Esc
Hide Tab
Opaque q
thats the closest i can get to anything. "opaque q"???? last i looked, that wasnt' on my keyboard.
any help would be appreciated.
thanks in advance.
hawkline13
09-07-06, 09:59 AM
Yes Zmapper for Mac please :cry:
Hi Mike,
The shortcuts are:
X or Esc - Exits ZMapper
Tab - Hides the ZMapper interface and shows it again
Q - Toggles the ZMapper interface between transparent and opaque
So there's no "Q Opaque" key. It's just the Q key, with its effect listed right after it.
Regarding your particular problem, if Tab will not restore the interface the only other thing I can think of might be that your ZBrush window is a little taller than your screen and you've accidentally hidden part of it below the bottom of the screen. If this is the case and you've clicked on any of the words in the bar across the top of the ZMapper interface then the interface will have been collapsed and the bar is now hidden just out of site. Try moving the ZBrush window upward to see if anything's out of site like that. If you find the bar there at the bottom, just click on it again to return it to standard height.
Silhouette93
09-07-06, 03:00 PM
Zmappers a life saver! (http://video.google.co.uk/videoplay?docid=5250882044750048506&q=normal+map)
Bas Mazur
09-07-06, 04:57 PM
Zmappers a life saver! (http://video.google.co.uk/videoplay?docid=5250882044750048506&q=normal+map)
I'm still floating without it ;)
Please guys..Zmapper for mac.It's a long long time without it...
Webhead
09-24-06, 10:52 PM
I second, third, and fourth that. :(
Hi all.
I just want to know where is the Mac version of ZMapper.
I've reed that it's not developpe now.
When do you think we can use it on mac.... please, please.... :confused:
It would be nice to get an update or even an acknowledgement of the Mac users. We are reaching the one year anniversary.
rg
Another echo for the Mac release of this fine-looking plug-in!
Bas Mazur
10-27-06, 05:59 PM
Every time I see an incoming mail from this thread, I hope there is some good news. But.... no. Waiting for it, almost a year, we do not get any info why we have to wait such a long time. If there are troubles about the Mac version, ok, but let us know you are working to fix it. The new release of ZB will come soon and I hope we Mac-users do not have to wait for it some years more without information about the progress. I know, we get it for free but we are all like Mac-children waiting for the promised Pixologic-icecream. We are Mac users, working on the best and user-friendly computer there is and we like to hear an 'userfriendly' answer.
Pixologic, keep going making the the best and creative program there is. I started my job with one of the first releases of Photoshop, after it I've never seen a program like that until ZBrush came out. If I have to pay for the plugin or an update, just tell me. Still waiting...
bobobobson
01-03-07, 08:22 AM
Here it is 2007 and what has pixologic brought for the mac community?
Certainly not zmapper!
2 years and counting.
GORILLA
01-03-07, 08:50 AM
Here it is 2007 and what has pixologic brought for the mac community?
Certainly not zmapper!
2 years and counting.
hehe... awesome work done here for sure. But yeah..... 2 years for Zmapper for Mac? ZBrush 2.5 was coming soon in 2004 :lol: What's the hold up? I'm loving Modo, but still playing with ZBrush. I hope 2.5 will have a kick butt renderer like Modo 202!!
Yainderidoo
01-03-07, 09:21 AM
I was justing lookin in, to see if an other year gone by, sheds some new light.....but no..... nothing here. Not a hint. Well happy New Year anyway :b1: :b2: :b4: :b3:
Antimorph
01-03-07, 10:39 AM
How would anyone except a mother maintain love for children that couldn't care less about her weary and constant toil as she gave/gaveup herself to enrich them?
Gratefully.
Kids these days.
Bas Mazur
01-03-07, 10:48 AM
ok, ok, we will wait for another year :confused:
Yainderidoo
01-03-07, 11:17 AM
How would anyone except a mother maintain love for children that couldn't care less about her weary and constant toil as she gave/gaveup herself to enrich them?
Gratefully.
Kids these days.
Ha Ha Ha :lol:
Whoah, it's been so long. I hadn't even realized that ZMapper never got a mac release. I just assumed that it did. I guess it didn't--bummer.
As much as I love the hard work that Pixologic does, there's no way around it: "Shame on you Pixologic for never releasing the mac version of ZMapper after all this time."
I'm pretty sure that it's safe to assume Mac users will just get it in 2.5 at this point.
Anything they release now had better be universal binary or eyes are going to roll. Pixologic has to realize that users expect delays. It's the silence that drives us nuts. Even Adobe now deigns to give status reports on its apps.
Any responce from Pixologic? Nothing? We have filled a whole page here with complains about the mac version of Zmapper.At least tell us that there is no chance to launch it just not keep us waiting like fools.
keleb78
01-06-07, 04:46 PM
Sad thing is, that every1 now is getting on the train that Pixologic built, but apparently fell off during the ride :confused: Here's little something for Mac users http://content.luxology.com/modo/201/video/modoTechPreview.mov (and for Pixologic, maybe they will reconsider their approach)
Regards
Keleb
Sad thing is, that every1 now is getting on the train that Pixologic built, but apparently fell off during the ride :confused: Here's little something for Mac users http://content.luxology.com/modo/201/video/modoTechPreview.mov (and for Pixologic, maybe they will reconsider their approach)
Regards
KelebI wouldn't get TOO excited about that, it's not ready for release or anything, just a technology preview. It is intended for release in 2007 though so it could still beat ZB2.5 for Mac LOL! It probably won't compare to ZB in Polycounts either. It's more likely going to be handling the sort of poly counts Silo2 manages (still impressive though!) which should be out much sooner. Nevercenter have been saying the Mac version of Silo2 is close for weeks now so it shouldn't be too long.
Edit! BTW Luxology are giving another tech preview this wednesday (10/1/07) which should be interesting!
keleb78
01-07-07, 06:30 AM
Still, when You take into account that, Modo's revolutionary modeling capabilities, advanced render engine and awesome ease of work due to its intuitivness, ZBrush has something to be afraid of :)
Don't take me wrong, I'm all for ZBrush, I own it, and Modo still isn't part of my pipeline. That tech preview gave me thoughts though. In CG all is about ease of use and fast learning curve, combined with creative possibilities software provides. I begin to think, that Modo may be the answer...
It has rather simple and intuitive interface, lots of tools, that seem to be taken straight out of ZBrush closet, real 3d enviorment, very effective renderer and last but not least (and rather important to newbies) the best and most interactive manual I ever seen.
That's all. I hope I didn't offend anybody. I keep my fingers crossed for Pixologic and I'm still holding my breath (another year now :)) for ZBrush 2.5 (or maybe ZBrush3?). I hope it will send all the current impostors into oblivion.
Regards
Keleb
daytona
01-11-07, 02:42 AM
I guess that if they did finally get round to doing a Mac version of Zmapper there would be nothing left to do on their Roadmap to 2.5 and they would just have to release it, but I don't think that will happen in my working lifetime. I'm coming to the conclusion that all the fancy pants sneak peeks we saw about 3 years ago were either special effects trickery, or the coding genius's have all left and gone to work at Skymatter or Luxology ;-!
The technology preview that Luxology showed was pretty sweet, but what I love the most about Lux, is the completely open relationship they have with their end users. They keep everyone informed as to whats going on, and even when the deadline for a release date slides ( as they do) they are the first to put their hands up and explain the situation. Sound familiar? No, didn't think so.
They also love the Mac and don't treat Mac users any differently. No class system at Lux.
Communication is King.
Bas Mazur
01-11-07, 05:58 AM
Looking at the troubleshooting thread about ZMapper, we Mac-users could be lucky waiting for it :eek:
@Sifis: Do not wait like a fool, spend your time and money to buy & explore other programs ;)
@keleb78: After watching the previewmovie-files about Modo, I'm impressed. There are a lot of ZB-like functions and some (not all) are even better. :rolleyes:
I have already tested modo for producing normal maps but the main problem is that it just can't open the extremely high poly mesh exported from Zbrush so it doesn't help me at all.
mac users still waiting !!!!!!!!!!!!
hey
its just me or link doesnt work anymore?
well its connecting and loading but except that nothing happens :cry:
goodrichm
04-20-07, 04:47 PM
I'm unable to download also :[ Hopefully, someone will fix the download links soon... MG
I cannot download ZMapper too...
(A connestion with the server could not be established)
Pls, Fix the download links :o
goodrichm
04-22-07, 07:40 AM
I just found that you can download it from Pixologic's Support/Download Center web page by clicking on the "PC" just below ZMapper title line.
Here's a copy of that link: http://www2.zbrushcentral.com/Plugins/ZMapper_RevD.zip
Would be nice to be able to download the manual and tut from first post of this thread though ;) MG
10x
http://www.pixologic.com/zbrush/download-center/download-center.php
kaiki111
05-01-07, 07:51 AM
Thank God!Thank U Guys:D
Mirvays
05-02-07, 10:21 AM
great plug-in
Mirconium
05-06-07, 05:14 PM
I can't see the link for downloading the documentation. I've tried this with both IE, and Firefox, and there is nothing there. Could someone link via unique URL please?
Thanks.
Mirvays
05-06-07, 06:38 PM
take it http://rapidshare.com/files/29897939/ZMapper_RevD.zip enjoy...
Mirconium
05-10-07, 07:08 PM
Thanks, but I'm confused. I had that download already, but I don't see any documentation within. All I see are the sample skins and that sort of thing inside the folder... Am I supposed to access the documentation from within Zbrush, and if so, how?
Also, the movie link does not appear to work for me either, so that would be helpful as well.
Thanks again.
Zmapper doesnt appear on the first page so I found it here on this page, cheers all who posted.............after having upgraded to zbrush 3 whizz bang-a-lang and installing the plugin in the Zstartup>Zplugs folder, each time I open the snazzy 3 and hit Zplugins menu it crashes........any ideas?
I have dined, hearty at the table of the horsemen.
Hello,
same for me, Zmapper crashed and closed Zbrush 3 each time i tried to open it.
Waiting... :)
From Aurick's FAQ:
Q: I can't find the ZApplink, MultiDisplacement, ZMapper etc.. plugins (or any other Pixologic plugin)
A: ZBrush plugins will be updated for ZBrush 3 and released when available.
Thanks Kerwin, seems I missed that in all the newbie confusion and excitement.
As an aside, Zmapper works beautifully with Zbrush 2 still and is virtually invaluable to me.
I have dined,hearty at the table of the horsemen.
spydygo
05-28-07, 09:03 PM
hi
same thing here , where is the pdf of zmapper Its not in the first post its not in zmapper plug in its not in the download center .Am i blind,I know there some info in the wiki pages but is that the zmapper pdf.
thx
MyPeople
05-30-07, 05:47 PM
I'm new to zmapper, i had a question for someone who would know this. I have a low res mesh i built in maya over my high res from Z3. Can i use zmapper to have the high res details from z3 baked onto my low res mesh?
I built my low res mesh in maya using the NEX plugin so now i'm unsure how to get a good normal map without using maya normal map features. can zmapper do this?
luke.carelsen
06-01-07, 12:21 PM
i would like to know when will zmapper for zbrush 3 be realised. i am relly finding it frustrating to jump from z3 to z2 all the time. but hey zbrush3 rocks!!!!!
thanks
kind regards
ryankingslien
06-01-07, 12:27 PM
I understand. We're working on it. :)
Ryan
Indecom4000
06-03-07, 11:54 PM
what would you guestimate as the overall progress of the new zmapper?
Good luck tho, we will need it.
Chao~
2step4one
08-05-07, 05:53 AM
Any news about the zmapper release date for Z3 ??
RAMWolff
08-07-07, 02:47 PM
I'd be interested in knowing about this as well!! :)
bearhugs
08-12-07, 11:25 PM
hi.. can any one upload the movie file of zmapper on rapidshare. I cant download the movie :cry:
or where can I get tutorials on how to use zmapper? plzz :rolleyes:
frenzyfol
10-20-07, 08:22 PM
I too cannot view the movie.
it just bring up a download for the jpg.
RAMWolff
10-20-07, 09:22 PM
Yea, and if it's a Quicktime movie then there is something amiss with the plugin for both IE and Firefox as the plugin crashes the browser. A direct download would be better since the on board Quicktime works fine!! ;)
moonlitmaverick
06-10-08, 12:00 AM
errm... the video is missing. Anybody?
Tallooriravi
02-25-09, 04:09 PM
Hi Friends,
I am zbrush 3.1 in that I am trying for normal map but zmaper interface is not visible please solve the problem anyone.
marcus_civis
02-26-09, 12:19 AM
Hi Friends,
I am zbrush 3.1 in that I am trying for normal map but zmaper interface is not visible please solve the problem anyone.
The ZMapper interface won't appear if there is not enough room for it. Make sure your canvas display is at a maximum by closing the trays either side.
Tallooriravi
03-05-09, 06:41 PM
Hi Marcus,
Thank you My friend Marcus as per your guidance I follow the steps
finally I got it I am very thank full to you.
Gurjeet Singh
03-28-10, 11:34 PM
hii guyz i m using zbrush 3.5
i need zmapper ...i tryed to serch dis in download center but didnt find:(....
plz anybody give me link location 4 download dis...:)
THANX:D
hii guyz i m using zbrush 3.5
i need zmapper ...i tryed to serch dis in download center but didnt find:(....
plz anybody give me link location 4 download dis...:)
THANX:D
ZMapper is not compatible with 3.5. The key features from ZMapper -- including the more advanced map calculation algorithms -- have been incorporated directly into ZBrush. ZMapper is now obsolete.
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