View Full Version : Stone Wall
skycastle
04-30-04, 08:32 PM
Just wanted to post another example of
useing Zbrush for environments.
As you can see from the low res ( which is the mesh rendered )If I were to import this into Zbrush I would not be able to maintain an even subdivision of the mesh once smoothed.
This is how I got around the problem.
I Built a hiRes model of the wall first.
Created a UV layout with in mind that I
was going to down res the model.
Once the UVs were done I downRezed the geo to a few triangels and quads( could be all triangles) making sure to preserve texture space.
http://www2.zbrushcentral.com/uploaded_from_zbc/200404/user_image-1083382294icp.jpg
reboren
04-30-04, 09:09 PM
Did you create a UV map of the high res model by importing it into maya and using planar projections ?How heavy was the model and couldn maya handle it? Did you encounter any problems whilst UV mapping a possible mill poly object of have i got the wrong end of the stick.
The zbrush map is a displacement map from what level to what level(obviously not that low res mesh you posted)?
Thanks.
Bonecradle
04-30-04, 11:58 PM
Hey Skycastle
My knowledge of UV mapping is still pretty sketchy (I've been spoiled by the click and go of AUVtiles), but I assume that so long as you maintain the 'borders' of the UV layout everything will still be OK when you change (downrezz) the poly layout?
As (I assume) this mesh isn't going to be animated, how does this compare with the 'generate a low-poly cage' function in Z2? Were you after the smallest possible poly count or are there other factors for choosing one method over the other?
skycastle
05-01-04, 12:55 AM
Yea your right on the UVs.
This could be used anywhere where you have
low poly count limits. Or where you want to
just use a low poly objects instead of
many seperate objects needing more texture
reads. Just getting more detail with less memory needed at rendertime.
Also nothing new here as far as using a bump maps. But I think its cool how Zbrush
lets you create these kind of detailed maps.
It would be very tricky to paint those stone
bump maps in your standard 3d paint app.
The value in Z is that your sculpting geo in your scene to create these maps.
Ohh when I said hiRes before I did not mean a mesh from Zbrush. I just ment a mesh where I had a few extra edges in it to support me subdividing it in Z.
/edit -i am sorry for spamming the picturepreview didnt know that/
hi.
i hope you dont mind posting in your thread.
i am testin zbrush for enviroments myself at the moment and thought maby it fits here in the thread.
pictures are all out of zbrush as i have no max at home all stuff and much better caveparts at the office! will upload some more next week.
greetings
oelk
http://www2.zbrushcentral.com/uploaded_from_zbc/200405/user_image-1083413251efr.jpg
ed_the_atom
05-01-04, 05:18 AM
Good on you oelk........ a great flood of lumpy things.....can you post another 4ooo?
well i coud try :)
dude as you read my first post i editet the first lines and apologized for spamming that much pictures. first time i posted here and it didnt went very well.
peace
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