View Full Version : Bump map Help PLS!!!!!
sixty_four_k
11-29-02, 05:14 AM
ok, this maybe easier than i'm making out.......bump map, as in alpha, as in making a texture so it has depth.
In 3ds max this is a 'bump map', but i can't fathom out the terminolgy or how to make this 'map' or whether its there and i cant'see it?!?. Texture map, bumnp map, alpha map arrrrgggghhhhhhhhhh.
Zbrush is ace, but arcane as you like!!!!!
Thanks for help in advance!!!!
Try adjusting the color bump value in the
material proprty rollout.Then try this simple exercise:Model something.Apply some
color or texture.Open the layers rollout.Press the fill button.Voila an unwrapped texture.Grab it with the MRGBZ grabber(in tools).In the texture rollout
press make alpha.Now you have a grey scale
texture.Place you object on the canvas .Apply
your texture.Go to the tool modifiers and
open "selection".Mask your object.Press the
"Alp" button (same rollout)Now the object is masked with the alpha.In "deformations"inflate to your hearts
content. Hope this helps...Murray
sixty_four_k
11-29-02, 06:21 AM
Thanks Murray.......thats useful, but thats not really what i mean!?!@
I know how to deform an object with an alpha, but i dont want to do that, i want to make a bump map, one which doesn't change the geometry off the object.
This is all really confusing.....sorry :( :confused: :confused: :confused: :confused: :confused:
The bonus upgrade will include the displacement map feature which you can use as a bump map. For now, you can use color bump in the materials palette.
sixty_four_k
11-29-02, 10:08 AM
Thanks great......Thanks for your help!
How does the material export as a texture then?? (help would be good) Stumped by something that is a basic in the 3d world........
Frenchy Pilou
11-29-02, 03:14 PM
Hi sixty
Go there, all is explain by Aurick ! http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=004338
Pilou
<font color="#949494" size="1"> November 29, 2002 Message edited by: Frenchy Pilou </font>
sixty_four_k
11-29-02, 04:04 PM
Hi Frenchy......I saw that link earlier in my intrepid journey to seek the truth!, and I was a little disapointed that I can't paint the 'Bump' as a seperate entity on the model. No bad feelings though, cos this little program is going to be the daddy for my modelling from now on!
Over and out
:tu: :tu: :tu: :tu: :tu:
In the upgrade, you will be able to paint the bump as a separate entity. :)
As for the matter of material exports, that is something that 3D programs just don't allow. You CAN, however, export the "shaded RGB" -- the colors created by the materials in ZBrush. To do this, resize your canvas to match the texture and fill the layer with the texture and material (Ctrl+F). Then use the MRGBZGrabber tool with Auto Crop turned off and Shaded RGB turned on to capture the canvas. This will create a new texture with the material-generated colors baked in. Reflectivity and so forth cannot be exported in this way. But it's amazing how much you CAN take out of ZBrush!
sixty_four_k
11-29-02, 04:33 PM
That great, and thanks to everyone for there input.
I'm a newbie here, but you said something about an update? When, where, how, etc etc etc??!! :D
This will put Deep Paint back in it's box if this happens.....hehehe :)
here's a question :
if you're working on a texture
what's the difference between exporting a document as bmp file and mrgbzgrabbing and
exporting it.
I'm asking because I was doing a texture with texturemaster, but wanted to add some detail with the 2.5 tools, so I grabbed the texture with mrgbzgrabber and filled a layer.
I then grabbed that again, but noticed later that my image was darker overall than the original. How do you keep your texture from getting darker each time you work on it in 2d?
Use the FlatColor material when you fill the canvas. The other materials have ambient and diffuse settings that normally cause your texture to become darker. The FlatColor material is not affected by lighting, and so is immune to the darkening effect.
Exporting the canvas is exactly the same in this case as using the MRGBZGrabber. However, most people want to wrap the texture back onto the model right away to see how it looks. So the MRGBZGrabber makes the new texture available immediately. The Document>Export option requires importing it back in again before you can use it.
Karasuando
11-30-02, 02:09 AM
And btw, I've never tried this but I don't see why it should not work.
If you raise the color bump value up abit on your object. Then start painting a grayscale map to it, essentially you'll end up with an untextured object using a bump map, only you can also see the shades of the map on it. Export this map then you can add color to the map and export it as the color map for separate color and bump maps.
<font color="#949494" size="1"> November 30, 2002 Message edited by: Karasuando </font>
<font color="#949494" size="1"> November 30, 2002 Message edited by: Karasuando </font>
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