All three scripts use Projection Master to add the greyscale colors. As soon as I switch tools I have dropped my 3D tool(object) with Projection Master. I did not write notes for the last 2 scripts, which is needed to indicate I dropped/picked up with Projection Master.
The colors I used range from RGB 1,1,1 to RGB 255,255,255. I simply picked light values to raise the bump and low values to lower the bump. You can start with a texture map of RGB 0,0,0 and only paint raised areas if you wish. How your render engine uses the texture map is down to its abilities and what settings you apply. Try Marcus_Civis’ Zswatch 3.1 script for changing colors.
Why use RGB only and not Zadd/Zsub? There are a couple of pros and cons.
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Drawing detail as a texture map, in this case a bump map, is nearly always going to be easier on your computer. You do not need to subdivide your object as you are simply painting the detail, not modeling/displacing the geometry to create detail.
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To get optimal detail from Zadd/Zsub your object needs to be sufficiently subdivided. Increased polygon density in detail heavy areas is a must. But sometimes you just cannot subdivide enough and then a bump map comes in handy for that extra detail. Back in Zbrush 1.55b we were limited to around 500.000 polygons so a bump map came in handy for the finer details. See SkyCastle’s Hand for an example.
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Painting a bump map in Zbrush will result in a 8 bit texture. Generating a displament map from modeled detail (Zadd/Zsub) results in a 16 bit texture. If you need the extra fidelity and your render engine supports it a displacement map used as a bump map is preferable.
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A bump map is ok but a normal map is better. A normal map is calculated from the same geometry as a displacement map (Zadd/Zsub).
Basically it all depends on your needs.
Also check Aurick’s post in this thread.