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Old 01-09-06 Reply     Quote     UserGallery     ThreadGallery     Post#121
spaz8
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Join Date: Apr 2004
Location: Bioware Edmonton
Posts: 377
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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Old 01-09-06 Reply     Quote     UserGallery     ThreadGallery     Post#122
abe_Tamazir
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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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Old 01-09-06 Reply     Quote     UserGallery     ThreadGallery     Post#123
ryankingslien
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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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Old 01-11-06 Reply     Quote     UserGallery     ThreadGallery     Post#124
Mojoke
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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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Old 01-11-06 Reply     Quote     UserGallery     ThreadGallery     Post#125
Scott Spencer
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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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Old 01-11-06 Reply     Quote     UserGallery     ThreadGallery     Post#126
Mojoke
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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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Old 01-11-06 Reply     Quote     UserGallery     ThreadGallery     Post#127
ryankingslien
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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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Old 01-12-06 Reply     Quote     UserGallery     ThreadGallery     Post#128
abe_Tamazir
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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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Old 01-12-06 Reply     Quote     UserGallery     ThreadGallery     Post#129
Gareee
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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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Old 01-12-06 Reply     Quote     UserGallery     ThreadGallery     Post#130
Mojoke
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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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Old 01-13-06 Reply     Quote     UserGallery     ThreadGallery     Post#131
abe_Tamazir
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that's actually the purpose of Zmapper....getting the highrez detail onto the lowrez....
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Old 01-15-06 Reply     Quote     UserGallery     ThreadGallery     Post#132
craigs
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Location: aus
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Default model offset out of display area in zmapper

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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Old 01-16-06 Reply     Quote     UserGallery     ThreadGallery     Post#133
abe_Tamazir
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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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Old 01-22-06 Reply     Quote     UserGallery     ThreadGallery     Post#134
tuddel
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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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Old 01-23-06 Reply     Quote     UserGallery     ThreadGallery     Post#135
ryankingslien
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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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