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View Full Version : Exporting HQ seameless normal maps in Zbrush3 without Zmapper Video Tutorial



skarpunin
02-03-08, 06:56 AM
Hey everyone! a few months ago I have posted a written tutorial on how to export Normal maps from Zbrush with Xnormal, the tutorial was quite popular, but there were a few people that had problems with following it, so recently I have opened a new website and have recorded a video version of that tutorial, hopefully this time it would be much easier to follow, so enjoy!!!

http://www.russianguru.net/blog/?p=7

skarpunin
02-03-08, 08:42 PM
any comments?

35mm
02-04-08, 05:31 PM
Thanks Stanislav, That's a very clear, easy to follow tutorial. I'm still at the first stages of trying to figure out zbrush. :D

jogshy
02-04-08, 09:33 PM
nice! :p

skarpunin
02-05-08, 12:06 AM
cheers guys :), I am gurrently working on a few zbrush video tutorials, any suggestions?

skarpunin
02-14-08, 10:58 PM
well it seems like everyone already knows everything and there is nothing to teach :P

Publius
02-21-08, 10:19 PM
Very nice tutorial Stanislov, this was literally exactly what I came into the tutorials section to find today (a solid guide to normal mapping without ZMapper) - thanks!

As for your next tutorial, do what you want! I'm at the stage in my development of using ZBrush that almost any instruction is useful, and I'm sure I'm not the only one.

skarpunin
02-28-08, 11:02 AM
oh thanks Publius, for my next tutorial how about advanced masking tips or topology? still working on it but will publish one as soon as i have a spare 2 hours and a good mood :), also working on a few very handy post-production techniques like exporting camera from any 3d package in to after effects :)

OrgoneGhost
02-28-08, 11:56 AM
right on. thanks a lot! this really saved me at the moment

cheers man!

skarpunin
02-29-08, 07:53 AM
no worries mate :)

zberry
03-04-08, 05:44 AM
Great tutorial. If you are taking requests, how about some hard surface techniques? I've seem some really clean stuff, but I can't seem to avoid things getting all mushy.

musca_ro
03-04-08, 05:56 AM
Stanislav, you're my hero! :D Thanks! Great great tutorial!!! This will help alot! But zbery is right... How about some hard surface? ;)

skarpunin
03-10-08, 11:56 AM
Thanks guys :)

hehe hard surfaces? well that's easy all you need is SMT switched off in the geometry Tab this way the model preserves all of the edges even when subdivided many times (look at the attached image), so the trick is to create the shape you need before you bring the model in to Zbrush, but I will do some research and as soon as i will find some handy tricks and techniques I will record it :)

Gareee
03-10-08, 01:02 PM
Will this help exporting displacement maps? I just created a thread about that.

I imported a uv mapped obj, and did the sculpting, but am stumped at exporting the displacement map.

machine1376
03-11-08, 08:41 AM
hey skarpunin, I have a request. I am sure many artists, here would be interested in polygroups for exporting using the render to texture technique. Any interest? I have found this technique to be alot more accurate on my character than generating normals through Zbrush.

Gareee
03-11-08, 01:17 PM
Render to texture technique? what's that?

Also, does anyone know how to push the displacement map option's boundries further past the uv map edges, to get rid of that edge distortion that is created?

skarpunin
03-15-08, 11:35 AM
Will this help exporting displacement maps? I just created a thread about that.

I imported a uv mapped obj, and did the sculpting, but am stumped at exporting the displacement map.yes, in this video tutorial I am showing how to export displacement maps

skarpunin
03-15-08, 11:36 AM
Render to texture technique? what's that?

Also, does anyone know how to push the displacement map option's boundries further past the uv map edges, to get rid of that edge distortion that is created?I don't think you can push the boundaries, that is why when you export a low-rez model you need to make shure that the shape of it is identical to the high-rez model

Gareee
03-15-08, 12:44 PM
Actually, one of the displacement options expands the displacement map edges further out. I got it down pat now.. ;)
'

skarpunin
03-15-08, 10:02 PM
oh cool :) care to share?

Gareee
03-15-08, 10:16 PM
Texture dropdown menu.. "fix texture seam"

LOL.. they couldn't have made it any clearer for us?

Also rendering at a higher res seems to increase that over render as well.. I now output larger then my target size, and then drop it down in photoshop.

machine1376
03-17-08, 08:45 AM
Render to texture technique? what's that?

Also, does anyone know how to push the displacement map option's boundries further past the uv map edges, to get rid of that edge distortion that is created?render to texture is a texture baking technique in Max. I took my model and created uv sets after laying out the uvw. I didn't collapse the stack after creating the uv sets since they will only be for temporary purposes. After exporting my low res model into Zbrush, hit the frame mode and you will see your models uv sets (or poly groups). You can add as much detail as you wish. Then on export, you can select specific uv sets and import them into Max, piece by piece. This technique eliminates a ton of time on import with the higher res. once that is done, render to texture in max, adjusting your cage accordingly and the texture will be baked onto your lower poly. This is far more accurate along creases in the cheeks, mouth, and the pesky little details we all lose in the ears. Gears of War and Unreal 3 use these techniques for their characters.