ZBrushCentral

How to get a chiseled look?

Hi.
zbrush_problem.jpg
I’m using jpg image to make a pattern and as you see the pattern is very
pixelated when close up. although it is acceptable from faraway.
Can anyone tell me what can be the cause of that? the poly count of this particular geometry is 2113536. which i think is pretty high already.
and my system won’t allow me to go any higher.
Please make the suggestion.
thanks a lot!

best,

Howdy XSIEN,

In response to your second question, even though your overall model has
plenty of polys, that small area where you want your detail does not, in
comparison with what you’re trying for. Additionally, there may be some
dithering on the jpeg if it’s resolution is not high enough as well. If you hit
‘frame’ you’ll see the uniformity of polygons and how many you’ve actually
got to work with in that area, so it’ll be clear why you can’t get a crisp
emboss.

A possible option for you is to increase the polygons in that local area either
by doing so on your lowpoly object you brought in, or if that’s not possible,
you can select only the area you know you’ll be ‘stamping’ on and locally
subdivide (by having only those polys visible, creating an edgeloop, and then
dividing…you can test first on a PM3D with ‘frame’ on to see what’s going
on).

Sorry I can’t help on the first question…I’ve had it happen just recently on
a wall I was doing as well, so I’ll be curious if there’s a fix, aside from just
going down to the lowest sub-d, smoothing, up a sub-d, smoothing, etc.

WailingMonkey

wailingmonkey,

thanks for the reply.
I will try to raise up the polycount for the specific area and see if that can help.
In terms of the jpg image I’m using. it is pretty big in size already. (1000*1250)
And I added blur to the edge of the pattern in photoshop- which helped a little,
but I’m still getting the jagged pixels.
I will try different things to see if I can ease the artifact.

best,

Hi.
After playing many hours with the z brush I learned that it is important to
keep in mind which areas I will add mode details when
preparing the base object in 3rd party 3d application prior to bring into the
z brush (sounds pretty logical but I learned it hard way)- and that you want to be conservative about where you want to
distribute your subdivision to: (so the subdivided polygons do not get wasted
on the areas where you won’t apply so much detail in the z-brush)
Anyhow… I have more newby questions to ask…
As you see in the image,

Try turning off Normalized in Projection Master. It looks like your problem is coming from the fact that the displacements are being done relative to the surface normals of the model. Since those surface normals are at right angles to each other, the effect is fighting itself. Turning Normalized off will fix this by making the deformations relative to the camera instead.

If you’re using ZBrush 3.1 you might also try using one of the many sculpting brushes instead of Projection Master.

aurick,

Thanks for the reply.
at the moment I’m using Z2.0…

Alright. Then the Brushes option is out, and you’ll just need to turn off Normalized in PM itself.