1. #106
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    Default Fantastic!!

    28 pages of Bliss!

    Many thanks to Michael McCarthy & Scott Spencer!!!

    I've been waiting SO long for this! Thanks for putting in the hours guys!

    Upham
    Upham's ZLand! ZBrush For Newbies!
    http://zbrush.cjb.net/

  2. #107
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    Default cool!

    Michael, Scott, I will buy you tree pints of beer each if I ever meet you! At lunchtime!!
    Thanks a ton, even UVunwrapping hints, this is too much

  3. #108
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    Wowness! And only a day after I learned to do it by myself...

    Better now then never

  4. #109

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    smokebox46and2 -

    LOL. Well, let us know how it compares with what you know.

    ryan

  5. #110
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    I've posted some pics in the thread below of a method that I used most recently.
    I noticed a couple differences so far in our techniques, but both work, so I'm not sure one is better than the other.


    http://www.zbrushcentral.com/zbc/sho...809#post263809


    I'll be posting my settings late tonight (early morning)--a short tutorial--to be used in conjunction with the great info that CvH has already provided.

    I have learned about UV Regions from this tutorial that I didn't think was possible in Max, so don't get me wrong I'm more than grateful for the hard work that went into this lesson!

    Thanx a billion Mr. McCarthy and the Pixologic Team and the Autodesk Team

    I would like to mention, however, that the combination of CvH's and my method does not require the use of a Blur Offset (or Blur for that matter) or the Mental Ray / Max connection rollout.

    Do you know how long the high def renders took for you guys?

    With my current method it took my machine 40 seconds to render each image in the thread above. Although my machine is pretty stout...

    AMD64 4800+ Athlon--Dual Core
    4GB RAM
    SLI GeForce 7800 GTX x 2

  6. #111
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    Come-on guys! Give this PDF some top-row status! Let the wider community know that this max pipeline has been produced!! This one-post announcement is lame! There should be fireworks!!
    Upham's ZLand! ZBrush For Newbies!
    http://zbrush.cjb.net/

  7. #112
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    Default

    I have not used Max for a few years, and I even downloaded it to read. Hope this helps all our MAX buddies out there.

  8. #113
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    Thank You!

    Much appretiated!

  9. #114
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    Default Thanks Ryan very appreciated!

    and ..... of course to MICHAEL AND SCOTT
    Andreseloy

  10. #115
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    Hey Stavrev you can create a displacement map as a Tiff file, or Bitmap file in Z-Brush, or you can convert it in PhotoShop... Anyhoo you need to change it to an RGB map anyways if you want to use it in another 3D program..Good luck, hope this helps...D...

  11. #116
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    Yes, it is me....how are you???
    Now about the Tiff/RGB question, you need to convert it to an RGB map instead of Tiff, because the 3D program will not understand the Tiff format, this is in Max, and I think it is the same for Maya...Hope this helps...Good Luck....D

  12. #117
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    Quote Originally Posted by Dylan
    Yes, it is me....how are you???
    Now about the Tiff/RGB question, you need to convert it to an RGB map instead of Tiff, because the 3D program will not understand the Tiff format, this is in Max, and I think it is the same for Maya...Hope this helps...Good Luck....D
    a .tif file can be RGB or Greyscale. RGB is not a file extension it only says that whatever file it is it holds a Red, Green, and Blue Channel. Max can read RGB .tif files, but not the 32-bit greyscale .tif's.

    Thanks for the help. It was my mistake to say that max can read 32-bit RGB .tif's.

  13. #118
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    Ahh, Yes that is what I first thought, but then I read somewhere in this forum, that the Tiff file needed to be converted, in a (Photoshop) type program, to a (RGB) file or Red, Green, and Blue color scale format...(my bad for saying "MAP" in the previous post) if I am wrong please tell me, being that I really havent created a model strictly for the pupose of a Displacement mapping, I have only used a Head and Displacement map that someone else has created, and it worked fine, without changing the file format, and following those rules....When doing my head I have deleted the lower levels of the Sub-D'z, to get the poly'z up in the 2 million range. I will try to do a disp. map head...soon. I have found many different tutorials on this subject and they are all different... So I will be trying the one that I know works, and I will post it soon.
    Here is my WIP Head...No Disp. map, just 2 million Polygons, and some minor detail... "Can there be such pain"? Hope you all like.. ....D..
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

Name:	Persp_Opt.jpg 
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  14. #119

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    Checked out the thread and to my surprise there it finally is: Cinema 4D ZPipeline Guide. Thanks guys.

  15. #120
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    Default

    I am trying the zbrush to maya.. but when i do Create all.. with the plugin then it asks me for a filename, and then it generates it... but the file is not created ?

    I only get in my disk root 2 files called. Z-32.tif and Z-R32.tif both 48 mb but not the file i was asked for
    www.mech7.net

    Please click me

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