I would also love to see a Messiah pipeline. I've seen some cool ones, but a straight forward one would be really nice.
as a max user I found that maya guide awesome. I will have to read it over and over to really take it in.
particularly awesome was that little tip on bump maps over the top of displacements, relieving some of the processing load.
oh, and ofcourse the difuse map for adding dark areas to help define model contours.
can max do that crazy multi displacement map thing or am I miss-understanding the fundamentals of the tool. is it all handled in zbrush. I haven't fully read that bit.
anyway, cheers for such a wonderful contribution.
Your first post and its a demand, huh!
Great comment. Thanks. One thing that is really interesting to know is that both Max, Maya, and XSI all use Mental Ray natively or somewhat natively. The concepts are the same for each application. The buttons are just in different places.
As for the Multi-displacement thingy, that is a ZBrush function. Max is not involved.
Thanks : ) the Multi Displacement map approach will work in any app that allows you access to UV space outside 0 to 1 and to assign shaders per face. I am pretty sure Max will do this as well a Maya(x)
Hey vandersousa vbmenu_register("postmenu_241704", true); ,
1 the displacement shader didnt get assigned to the model... Go into the hypershade and right click on the shader with y our map in it. Select the option <
ryankingslien - eheheh...You're right! I was a little upset last night, cause i spent all night finding out how to rid this damn banding effect from my diplacement map. Fortunately i find the answer here http://www.zbrushcentral.com/zbc/sho...6&page=4&pp=15 thanks Zeddicus !
What ever it takes to get ya posting, I am cool with that. Welcome.
One more vote for lightwave.
the current version would be fine with me.
On page 6 of the XSI guide Greg talks about a problem:"When moving a model to XSI and back, vertices are occasionally put in a different order.This is happening to me when I export my model from Zbrush, load it in XSI and export it back to Zbrush.
The problem won’t show itself until you raise the subdivision level on your ZBrush tool.
If the polygons were reordered, you will know immediately as you will have a giant mess
on your screen. If this happens, and you must still fix your UVs outside of ZBrush, try
exporting a dotXSI file from Softimage and using a program like Deep Exploration® to
convert your dotXSI to OBJ."
Does anyone know another way to solve this problem without deep exploration? The problem is fixed in XSI 5.0 (stated at bottom of page 6) but I have XSI 4.2.
Thanks for any advice
very nice guide, clear and complete
But I have a problem for the .map file creation page 21.
How do you open a dos window in a Window folder and where is located the .map ?
just use the batch file in my signature. Drag and drop the file on that and it will do the conversion and save the .map file in the same directory.
Thats odd since the % variables should read the path to the file you ddragged onto the icon...
It works for me here and honestly it has been 2 years since I messed with Win2K bat files. I seem to recall having to put paths in quotes in a bat file to compensate for the spaces but again, the bat file seems to work fine on this end...
One thought is that the bin folder under your maya install directory is not in your system path environment variables. Check that maybe...
Thanks for the suggestion Ryan
Unfortunately converting to fbx and back didn't work. I was able to download a 30 day trial of deep exploration though which did work (didn't realize there was a fully functional trial version).