1. #46
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    Thanks Paul I think the wiki answered most of my ouestions to start.

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    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



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  3. #48
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    Default Gr8

    Great and keep them coming.... for Artsake...

    Ziggy

  4. #49
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    Default Awesome contribution

    Paul,

    Nice job on presenting these concepts in a clear and concise manner.

    Regards, James.

  5. #50
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    Default ZBrush to Maya Rendering

    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

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  6. #51
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    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.

  7. #52
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    You dont happen to be able to do one of those only for 3dsmax? Even if you dont, great thread.

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    I subscribe to that...what about 3DSMax ?
    thx

  9. #54
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    Default Normal Maps

    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.

    Tangent.jpg

    Thank you for the question and please keep them coming.

    As far as the workflow using 3DSMAX. I don't use that application but I have some friends that may be able to help on that.

    Cheers

    Paul

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  10. #55
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    Thanks gabo1991, that would be great.

  11. #56
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    A sea of thumbs to you sir


    Now hopefully it'll work for me too when i do it.
    Art-Machine - www.Art-Machine.com
    Professional Texture/Model Monkey - For Hire

  12. #57
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    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.

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    Default Reproject Higher Subdivision Level

    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


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  14. #59
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    "did you know that" it is a good idea to store a morph target before dropping down, guess why. also that if you go all the way down and move your verts/polys manually to where you want them you get better results.

  15. #60
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    thanx alot for sharing videos !

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