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mazzorca
02-10-02, 12:09 PM
Hi. Is my first post here, so... hello to all ppl.
I must to say, this is the best community i ever find....very supportive ppl here, love the respect and good mood of all the forum.
Wel i been testing zbrush for a few days, and iīm felling very well with this xpectacular software. Ok, going to the reason to this post.

I was usign Texturemaster for do a bit of maping for 3d nax. using the rhino supplied i tested the painting on imported obj. (the primary situation i need zbrush) ok i was using the bump map but i realice you canīt paint diferents levels of bump, becouse is defined in the material, and you can change that in the orginal object when you do pick in TM. iīm trying to delvelate this becouse this is a very needed feature to do my work. if i didinīt explained clearly i will give a exaple to better understandig. i do drop in TM. paint over the rhino, with lets say....green. i do the pick function and when i do again drop again and paint blue over the red and go back to the object edit mode....my bump changed, and i only wanto to change the color over the previous bump.

I hope this is clear.(iīm shure is not :D)

and Thx for this piece of art called zbrush.

Matias

juandel
02-11-02, 08:47 AM
no takers for matias’ request??? argh, i’m so inexperienced with TM, i wished any of you masters out there would explain the how-to-dos before this thread slips to an older page and gets lost ;)

- juandel

Kathy
02-11-02, 09:11 AM
Hello Matias!

I'm having a difficult time understanding your goal here.

Are you trying to maintain and export the material information within the texture file?

I'm a little lost I'm afraid. Darn language barriers. :D

Could you give me another example of what you are trying to do, and what you are trying to get, hopefully I'll be smart enough to understand. I'm sure I can help though. ;)

Mentat7
02-11-02, 10:03 AM
I think I understand the question. Let's see...you are using TextureMaster to paint COLOR on the object but you are finding that when you pick the object there is a change in the physical bump height on the object? If this is the case what is happening is that the Material you are using for the object has a material bump built it. Change the material to a flat material. Do all of your coloring and shading. THEN use a bump driven material. If the object has a bump driven material activated you WILL get changes in the Z depth of the object depending on what type of alpha brush and what settings you have it set for when you use TextureMaster. Bottom line: do all of your Z-Depth texturing first and use a flat shaded material. Then use TextureMaster to do shading and highliting (you may want to do a base shading first in the Edit>Draw mode using only RGB selected which is faster for applying large amounts of color to the eyesockets, mouth, etc.). After that you can switch to a bump-driven material and tweak the details. Hope this helps.

mazzorca
02-13-02, 01:08 PM
thx to all on the replys, i know i have a bad time to make my self clear. even in my own languaje i have problems to make understand to the others :D i thik the solution by menta7 is a good posibility. i will check when i go back to my home the next week. meanwile luck for all. and again thx on the effort to understand me.

matias.

mazzorca
02-20-02, 02:52 PM
hi... Iīm back.
well i tryed the solution of mentat7 and didinīt work for me. I think i found the base of the problem. the bump color in the materials work on base of the color of the texture, if i want to have a plain bump over a noisy color surface, there is no way to tell the bump map to be different. i think is becouse the channels for bump and color are the same. there is a workaround on this? i tryed to lear some english on the earl days. i xpect it be clear :P.

thanks to all the supportive ppl here.

matias.

Mentat7
02-20-02, 03:40 PM
Try this. Drop the object in Texture Master. While still in Edit mode go to TOOLS>MODIFIERS>SELECTION>MAKE ALPHA This will create an alpha map of the texture you have painted on. It is a greyscale image. You can then go into TOOLS>MODIFIERS>SELECTION>ALP which will load the alpha map as an alpha mask. The alpha channel will be depth driven. You can either use it as is or reverse the mask then go into TOOLS>MODIFIERS>DEFORMATION>INFLATE and choose either a positive or negative value. The lighter the color of the masking the more depth driven it will be. This will cause a physical "bump" to be drawn on your model. Make sure to CLEAR the mask after applying it. Use the SMOOTH command on the DEFORMATIONS menu if necessary. You can then put a material on it.