cool alpha making in maya!!!
Ok Zbrush has no real way to see Zdepth at an angle when making hard edged alphas.
All we get is this magical sence of depth as we move primitives back and forth in space with the move tool.
And worse yet trying that in projection master?
Or how about that handy Deformation pallet that makes you cringe everytime you hit the scale and watch Zbrush Crash! (crash may vary)
(gun hammer pull back sound in distance)
I mean Zbrush is the greatest program ever it will never be toped ever-------
BUT
did you know you can lay out your primitives in MAYA and then capture an alpha grab in MAYA to use in zbrush?
ITS true!
just change the properties on your light in red and do a render in the top camera.
Must be a directional light
Resolution is based on the light resolution just above the red notice mines set to 1024.
the .1 - .01 states how clean the alpha comes out without banding (little squares on smooth surfaces) to clean this you can adjust the bias and the resolution to .01 and 2048 resolution
Now render with Production setting on
look for your render data directory
\renderData\depth
and look for a file that you will need to open up in Fcheck (its named what the scene is named)
and hit Z on the keyboard (walla alpha grab)
and then save as a tiff.
You can then open the tiff in Photoshop and save as a psd
Now you have a very very accurate alpha!!!
[attach=80648]sweet-alpha-making.jpg[/attach]
Sample alpha that I made.
No idea if it will work after I made it into a jpg for the forum. But use it with the layer brush with the edit curve set like so
[attach=80650]four.jpg[/attach]
[attach=80649]three.jpg[/attach]