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i think it works pretty well, and will be in heavy use
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Thankyou for this useful looking plugin, Marcus. I`ve been comparing UV mesh screen grabs in Photoshop with the ZB polyframe display mode till now. Polys that were the same size in both apps. gave good Projection Master results.
I can`t say I`ve tested your plugin extensively, but initial results seem to have it scaling the models to about half the size my Photoshop comparisons would lead me to expect. Even with only one poly left un-hidden. Does this reveal a misapprehension on my part about the relationship between Photoshop and ZB screen space?
Cheers,
R
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Thanks for the comments and feedback guys, much appreciated. 
Rory_L,
Your method of comparing images in Photoshop is a good one, provided your ZBrush screen grabs are at actual size.
Have you tried the plugin with the test files I provide? The descrepancy you are seeing may be because Pixol>Pixel averages the mesh (and takes into account the whole visible mesh, not just the forward-facing polys). I realize that you've tried it with a single polygon but unfortunately the algorithm for partially hidden meshes is not as good and tends to break down when only a few polys are showing. (I hope to improve this but there are limits to the information available thru zscripting.) The test textures are a good way of seeing how the plugin is performing as you can immediately see where texture distortion may be affecting the result.
If you felt like sending me one of your models, I'd be interested to do some tests myself.
HTH,
Last edited by marcus_civis; 07-24-06 at 01:45 AM.
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Testing method for laid-out UVs
Here's another method for checking how the plugin is performing. It's ideal for when you have laid out UVs using a pelting method or similar (rather than GUV/AUV tiles).
1. Load your model with UVs assigned.
2. Create a new texture of a suitable size.
3. Press Tool>Texture>UV>Txr This will create a texture showing your UV layout.
4. Press Texture>CropAndFill.
5. Create a new Layer. Create a new texture the same size as step [2]. Draw your model on the canvas and press the Pixol>Pixel button.
6. Turn off Render>Flatten.
7. With your model in Edit mode: Turn off the texture. Turn on PolyFrames. Select a material with transparency such as BasicMaterial and put the Material Modifiers> Transparency silder to about -80.
8. Reposition your model to check the scaling.
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Thanks for the offer Marcus. Sending you models is not possible: Sony property and all that!
I didn`t know about the low-poly algorithm shortcomings. That probably explains it all.
Haven`t tried the test models you provided: they`re probably beautifully UVd. The UVs I`m working with are anything but ideal, with large UV area/poly size discrepancies; probably quite a challenge for your plugin! 
I`ll keep using the plugin and give it a more robust trial.
Thanks again,
R
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Hopefully this is exactly what I have been waiting for.
Thanks very much.
Mike R
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was using this script heavily for a while now. From what ive seen it works pretty well with heads or bodyparts.
thanks again
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Thanks guys for your comments and thanks Erklaerbar for your feedback, much appreciated.
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does this work with Mac's?
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fispaste,
Yes, it should do.
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Thanks i will have a look at this later
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Do you intend Zb3 this plugin anytime soon?I really feel I could
use for it what I'm doing.
Anyway,it's good to know it exists.
Keep on!you're the lighthouse ZB plugins!
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