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Korr3d
03-12-02, 05:03 PM
Hi fellow Zbrushers !

I am having problems bumping my models corectly with Texture master. Every times I try to add some bump on my model, it looks perfect while I paint but once I press pick it all go away. It's a bit hard to explain so I made this image
http://www2.zbrushcentral.com/zbc_uploads/user_image-1015981027fot.jpg

WingedOne
03-12-02, 07:16 PM
What you can do is after applying your texture with Texture Master you can convert your texture into an Alpha. Then you can use the Alpha as a mask in the Selection Sub-Pallette and do an "inflate" deform which would act as a displacement map. You may need to invert your Alpha depending on what results you were looking for.

aurick
03-12-02, 08:17 PM
The thing to remember about the TextureMaster is that it is doing exactly what its name implies: creating a texture. This is a 2D color map that wraps onto the surface of your 3D object (although in ZBrush, textures can also contain materials).

To get the effect that you are looking for, there are two approaches. You've been given the first one, by the displacement map method described by WingedOne. This will create bumping to the actual geometry of the object. Southern has created an excellent tutorial on this technique called Bumping the Orc (http://www.pixolator.com/zbc-bin/ultimatebb.cgi?ubb=get_topic&f=1&t=002907)

The second approach is to click Pick Shaded instead of regular Pick. This will pick up the color shading that is caused by lighting on 3D objects, and transfer that shading to the texture. When the texture is viewed from head on, it will appear to have actual depth. Of course, as you rotate the object it will become apparent that it is really just variations in coloring rather than actual changes to the geometry of the object.

Korr3d
03-12-02, 10:37 PM
So there are no way to paint a real bump map at the same time as we paint the color map ?

I am used with other softwares where you have to create diferent image files for color, bump, reflection, opacity etc... In Zbrush I can't have a color and a bump map at the same time applied on the model ?

I can't use the bump as a mask to displace the geometry, I need to save on poly count.

I cant use pick shaded because it only affect the texture. If I view the model in an other angle the bump efect will not change. Light will illuminate the surface as if it was smooth.

There must be a way. If not this is on my wish list :) I know that this is possible in Deep paint 3d.

aurick
03-12-02, 11:52 PM
http://www2.zbrushcentral.com/zbc_uploads/user_image-1016005516cce.jpg

To create a bump map, it's usually a simple matter of converting your texture to an alpha using the Texture:Make Alpha button.

From here, you have several options. One is to unwrap your alpha onto the canvas by turning it back into a texture, selecting the Flat Color material, and filling the layer with it. Now you can paint additional bump info directly onto the map. Alternatively, once you've turned the alpha back into a texture you can wrap it back onto your model and use the TextureMaster with a gray scale color palette (shown above) to paint your modifications directly onto the bump map.

You can also simulate the effect of applying the bump map in another program by doing your texturing with some color bump turned on in your material modifiers. Both of the sphere examples shown above have a color bump of 20 -- which is some pretty extreme bumping. As the top example shows, you can even paint your color chanel with the bump applied so that you can see for yourself what it will look like when applied in that other program.

Finally, when texturing for use in another program it is best to stick with the same material throughout your project. This is because the materials are native to ZBrush, and can't be exported. However, many material effects could be transferred across by using the Pick Shaded option -- this converts colors generated by lighting and materials into RGB color within the texture. Before doing this, though, be sure to first paint over the object with the Flat Color material as shown in the TextureMaster tutorial. Otherwise, you'll get grey smudges around the texture as the TextureMaster picks up the black background.

Korr3d
03-13-02, 03:46 AM
What if we need a bump map that is very diferent from the color map ?

Like these:
http://www2.zbrushcentral.com/zbc_uploads/user_image-1016018675iis.jpg

Is it possible to see these colors and use this bump map to create fake holes on the model ?

It seams the only way I can do what I want is by painting the colors, save the color map, erease everything, paint the bump map, save the bump map, combine both textures in an other software such as 3dsmax, lightwave etc...

I think it would be great to be able to tell wich map you paint on and have both applied on the model in Zbrush. this way you can add some bumps without disturbing the colors. Like for example create some veins on a head as bump only and have the colors stay the same.

In deep paint 3d you can paint at the same time on a color map and a bump map (or one at the time). Both textures are diferent because the bump map record only depth and the colors go in the color map, depending on the brush settings. Since I like the Zbrush tools better, I'd love to have this fonctionality in Zbrush too.

Video games support bump mapping now but no displace mapping yet :)

2byts
03-13-02, 04:33 AM
i think this is a very important question....as i have it myself. Specifically i would like to know about editing a SPECULAR(shininess) map that is very different from the color map. From what i understand...bump mapping in Zbrush is used to modify the geometry whereas in other apps...the bumpmap affects only the shading of the image.

2byts
03-13-02, 04:36 AM
the purpose of this of course is to create textures/bump maps/ spec maps in zbrush with the intention of using on models in other 3d apps. the key to any software being successful is the integration with other apps...I know deep paint 3d specializes in this...can zbrush do it to?

aurick
03-13-02, 12:14 PM
At the present time, there can only be one map applied to any 3D object. ZBrush won't allow you to simultaneously paint several channels as separate maps. So at this point, you would have to paint each map separately, although the TextureMaster will let you do that painting in 3D.

Pixolator has said in one of his posts that more channels will be available in a future version. Although he hasn't said which version, it would almost certainly be part of 1.5 -- and maybe even be here as early as the next version which is supposed to be coming out very soon.

Remember, ZBrush is a work in progress. While Pixologic would love to have every feature in their planned list available from the very start, that would also mean that the program wouldn't be on the market yet. There would be no user feedback to guide their ongoing development (something that Pixologic takes very seriously). There would be very little anticipation for the final version -- nobody would know about it.

And most importantly from my point of view, when the "final" version was finally released, there wouldn't be anybody other than the programmers who knew how to use it. So new users coming to the program at that point wouldn't have as much support as is now available.

I can't wait for version 1.5 to finally be here -- or for the next interim version, for that matter! But I do thank my lucky stars that although the program still has changes planned for it, ZBrush is already a pretty phenomenal program. It can't do everything (yet ;)), but it's still a far sight better than nothing.

Korr3d
03-13-02, 01:59 PM
Hmm I can't wait for the next version then :)

This fonctionality combined with the already existant modeling and texturing techniques will definately scare the competition away. It will be a perfect modeler and texturer and hell even renderer ! all it needs after that is a poser like animation system but that I can live without :)

I completely agree with you aurick about Zbrush being a work in progress. It gives us the chance to learn what is already there and be ready to learn the new stuff when it comes.