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Reply Quote UserGallery ThreadGallery Post#121 |
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Senior Member
Join Date: Apr 2004
Location: Bioware Edmonton
Posts: 377
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The Mac version of Zmapper is still in the works right?
Just making sure it hasn't be released without me knowing. I just dont see the download links to the PC or Mac version at the beginning of the thread. |
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Reply Quote UserGallery ThreadGallery Post#122 |
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Senior Member
Join Date: May 2005
Location: germany
Age: 31
Posts: 539
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I've tryed to transfer a bumpmap+highdef sureface on another geometry but it doesn't work....Can we do that with the zmapper or does the bump transfer works only on the same geometry ?
thanx for any help |
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Reply Quote UserGallery ThreadGallery Post#123 |
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Senior Member
Join Date: Jun 2004
Posts: 2,980
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spaz8 - yes.
abe_Tamazir - Currently, in ZMapper, you can not use the bump transfer method with an arbitrary mesh (different model). Ryan
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Reply Quote UserGallery ThreadGallery Post#124 |
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New Member
Join Date: May 2004
Posts: 3
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Hi I noticed that Zmapper currently limits the poly count to 500,000. Is there a way to increase this? If not, will this limit be increased in version 2.5? It's kind of a bummer to have to go one level down and lose detail. Please let me know. Thank you.
-M |
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Reply Quote UserGallery ThreadGallery Post#125 |
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Senior Member
Join Date: Dec 2003
Location: Los Angeles, CA USA
Posts: 804
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you can always make a displacement map of that level, apply it as a bump and bake it into the normal map.
S
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Scott Spencer Creature and Character Design www.scottspencer.com ZBrush Creature Creation Book Zbrush to Maya ZPipeline Guide Rendering Displacement in Maya 2008 Tutorial ZBrush to Maya Video Tutorial Mental Ray .map file conversion script |
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Reply Quote UserGallery ThreadGallery Post#126 |
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New Member
Join Date: May 2004
Posts: 3
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I've notice some noise whenever I bake out displacement map...But that's a great idea to try since I don't have any alternatives right now...
Thank you for your help!-M |
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Reply Quote UserGallery ThreadGallery Post#127 |
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Senior Member
Join Date: Jun 2004
Posts: 2,980
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Mojoke - can you describe your workflow? ZMapper will read all your higher levels of resolution. You do not need to go to the highest level when you enter ZMapper. Not even for Projecting Normal Maps. Are you using scan data or... ?
Cheers, ryan
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Reply Quote UserGallery ThreadGallery Post#128 |
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Senior Member
Join Date: May 2005
Location: germany
Age: 31
Posts: 539
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thanx for the info ryankingslien...hope this fonction will be added for tthe next update aith the color / heightmap baking and transfer...
i dont understand the problem too Mojoke...you shouldn't need to worry about the poly count of the model you use as you just need the level 1? |
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Reply Quote UserGallery ThreadGallery Post#129 |
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Senior Member
Join Date: Mar 2005
Posts: 308
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Can the normal mapping be converted into uv mapping?
Since the point locations are the same, maybe the normal mapping can be converted into uv mapping. (For instance, in lightwave and poser, you can apply the normal displacement maps onto the uv mapping.) I just don't understand if you already have a good non distorting uv map, why you would want to remap the normal map as well. |
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Reply Quote UserGallery ThreadGallery Post#130 |
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New Member
Join Date: May 2004
Posts: 3
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Hi thanks for replying. My work flow as follows:
I created my hi-detail zbrush tool. But later, I had to make geometry, topology, and UV layout changes. I was using zmapper to generate a new normal map from the new base mesh (level 1 sdiv) with all the changes and my old hi-res zbrush tool. My initial concern was that each time zmapper would ask me to reduce my sdiv level one down and so I thought it wouldn't be getting all the juicy details at the highest sdiv level. But I think you're right in that it kept all my juicy details from the highest sdiv level. -M |
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Reply Quote UserGallery ThreadGallery Post#131 |
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Senior Member
Join Date: May 2005
Location: germany
Age: 31
Posts: 539
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that's actually the purpose of Zmapper....getting the highrez detail onto the lowrez....
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Reply Quote UserGallery ThreadGallery Post#132 |
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Member
Join Date: Apr 2004
Location: aus
Posts: 35
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when i hide the body of my character, just to have the head displayed, and bring it into zmapper, it is there when i orbit around with the rotate tool, and move it into the center of the screen, my question is, is there away where when before i bring it into zmapper, i can ensure its orientated, and going to be position in the center of zmapper.
I tried center pivot in the work area of zbrush, and local pivot so it was in the center of my head but neither has worked. Any help appreciated. ![]() |
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Reply Quote UserGallery ThreadGallery Post#133 |
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Senior Member
Join Date: May 2005
Location: germany
Age: 31
Posts: 539
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you can load and draw a star tool, then just import your model and it will replace the start concerving its location....
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Reply Quote UserGallery ThreadGallery Post#134 |
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Member
Join Date: Jul 2003
Location: vancouver,canada
Posts: 76
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The model i made was high res but i for the small details i used a bump map.Is it possible to use the bump map for making the cavity map?
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Reply Quote UserGallery ThreadGallery Post#135 |
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Senior Member
Join Date: Jun 2004
Posts: 2,980
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tuddel - if you roll your bump map into your normal map it will also work for making cavity maps. See section 2.2 in the documentation which you can get here. Instead of pressing Create Normal Map press Create Cavity Map.
Ryan.
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