Thanks Paul I think the wiki answered most of my ouestions to start.
Thanks Paul I think the wiki answered most of my ouestions to start.
Ok Team
As asked for here are the links to download all the high resolution videos. I am working on some videos to put up this week. Sorry I've been at SIGGRAPH![]()
Enjoy
Cavity Map Video
http://www.pixologic01.com/zbc/didYo...ty_Map.mov.zip
Displacement Map Video
http://www.pixologic01.com/zbc/didYo...cement.mov.zip
Merge Multiple Subtools Video
http://www.pixologic01.com/zbc/didYo...btools.mov.zip
Transpose Master Video
http://www.pixologic01.com/zbc/didYo...nspose.mov.zip
Normal Map Video
http://www.pixologic01.com/zbc/didYo...al_Map.mov.zip
From here on out I will have links to high resolution for all videos. Thank you for the feedback.
Paul
Great and keep them coming.... for Artsake...
Ziggy
Paul,
Nice job on presenting these concepts in a clear and concise manner.
Regards, James.![]()
Hello Everyone
As promised here is the video showing how I took the Displacement, Normal, and Cavity Maps into Maya to render out with Mental Ray. Keep in mind all of the settings I go through may vary from Mesh to Mesh.
This is the link to the download the HighRes video
http://www.pixologic01.com/zbc/didYouKnowThat/HighRes_MayaRender.mov.zip
Sorry to those who use YouTube to watch. The video is too long to put on YouTube. Thank you for taking a look at all the videos and as long as they continue to help I will keep making them.
Paul
Thank you for the tutorail, this couldn't of come at a better time one question about pluggin the normal map in maya I usually use tangent space normal could you explain the difference.
Last edited by aesis412; 08-23-08 at 11:32 PM.
You dont happen to be able to do one of those only for 3dsmax? Even if you dont, great thread.![]()
I subscribe to that...what about 3DSMax ?
thx
Hello aesis412
The difference between a Object Space and Tangent Space map is this. An Object Space map is the local 3D space of an object. Up is always up and right is always right. What I mean by that is it is an uniform space is what the world is really like. If you had a normal map of a spike and put it on the bottom of an object. The spike would look like it's going into the object.
Tangent Space is away from the surface. It follows the normals. So for the above example because the normal of the cup would be facing out not in the spike would look like it is coming out of the bottom.
In most cases it is best to use tangent space, in fact that is usually what I use. It is more accurate. For this demo the cliff I was using was for the most part a plane so I wanted to show what object space would look like. I have included a render of the same cliff with a tangent space setting.
Remember, for every mesh you have to play with all the settings to find which one works the best. The settings for each mesh may vary a little but usually you will find settings that will work for most of your meshes with little adjustments.
Thanks gabo1991, that would be great.![]()
A sea of thumbs to you sir
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Now hopefully it'll work for me too when i do it.
Great tutorials, thanks for sharing!
One other thing regarding tangent space vs world/object space, only tangent space supports deforming the surface. So if you're doing a rigged animated character, you can only use tangent space.
Last edited by mestela; 08-27-08 at 03:35 AM.
Hello
Here is this weeks video. This is a feature in ZBrush that I think many people do not know about or how it works but it could save some headaches for some of you. When you are using the pinch brush have you ever wanted to add more detail but you couldn't because all of your polys have been pinched together? Well duh thats what the brush is suppose to do.
However, this video will show you how to reconstruct your polys quickly so you can add more detail around the pinch.
The tool is found in the Tool Palette under Geometry and is called
Reproject Higher Subdiv
Enjoy
This is the YouTube link
http://www.youtube.com/watch?v=EOp1523Ky9w
Here is the link to download the high res version
http://www.pixologic01.com/zbc/didYo...roject.mov.zip
Thank you everyone for taking a look at the thread.
Paul
thanx alot for sharing videos !