ZBrushCentral

Zbrush Tutorial: Visualisation of Specular Maps

Hey everyone, I have decided to take initiative and create a small tutorial on visualising specular values on a Zbrush mesh. Mudbox 2009 will have this but I want to demonstrate how to see different specular values that will look proper in a renderer like MR. Anyway, I want you all to meet Mr. Frogman who has kindly volunteered to help out, hoping he forgives me for cutting off his body.

The purpose of this tutorial is to help people who have asked on Zbrushcentral.com how to actually see the specular map in real time, well, the values anyway. And it is also part of my workflow…pre-zbrush, I had to paint it in Photoshop in a messy way, save, and look at the model in my program by rendering. But the way I’ll show you is a little trick that I learned using a custom material that I’ll be happy to share with you. You should be familiar with the Zbrush interface, so let’s get started.

First, import an OBJ or load an existing ztool and draw it on the canvas. Then make it live by pressing edit or the T key.

Then change the current material from the MatCap Red Wax to MatCap Metal02. (I used my own custom matcap for this, but the shader was not ready)

[img]http://farm4.static.flickr.com/3053/2977735675_4717c56cb8_o.jpg[/img]

Then fill the object with a low gray color, in my case I chose the values of 64, 64, 64, which is 25% gray in Photoshop, a nice slippery gray suited for Mr. Frogman. (NOTE: You can also Mask by Cavity first and then fill, but I find it is better to do all of this from a Cavity Map and blend the image into the spec map)

You should see the model slightly in the viewport. Now just paint with a low RGB strength (I usually use values between 1-5 to get a neat gradual tone, and white) and you will see the model’s skin look as if he was specular in different spots. And DON’T FORGET to turn off Zadd before you do this.


Surely, the Metal MatCap does not necessarily show the shines but you will notice that dark areas will have no gloss when you rotate the model, similar to metal when it rusts. If you change the render view to flat, you will actually see how the spec map will look in Photoshop.

Now, export your specular map by creating a texture first from the color and apply that image to a model in your 3D package and voila. DON’T FORGET TO SET THE RGB STRENGTH BACK TO 100.

[img]http://farm4.static.flickr.com/3177/2977730419_2475a63135_o.jpg[/img]

In my case, I am using XSI, where you can see the advantages of creating seamless specular maps with no fuss. You can add other details like the cavity map to the existing texture to enhance it. And it eliminates the guesswork of seeing how the map will look. Take that Mudbox!!! Just kidding. Thank You for reading and Happy Zbrushing.

The MatCap shader is here on this thread at Zbrush Central: [http://www.zbrushcentral.com/zbc/sh...6&postcount=288](showpost.php?p=502026&postcount=288)

great man! great tutorial
it´s still easier to do it in mudbox
this is a great alternative

I know…i have started adding this to my workflow… my custom material allows me to see weighted values… but yes, a hell of a lot easier in Mudbox

hey this was great help! thanks! could you please just explain, after that how to connect the spec map in the render tree? i only know how to connect bump maps, since i just recently started with 3d (with xsi). thanks in advance!

Hey dude, wow, i am surprised that someone used this technoique. And the way you use the painted spec in XSI is plug the image into the specular node of your shader. So if you are using a Phong Shader, you plug the image into the specular node. I hope that helps.

ahh right… i was using a lambert, so i guess i wouldnt find any specular node… thanks! ^^ now im trying normal and cavity maps!

the Matcap shader you link too is broken is becase the thread is gone

http://www.zbrushcentral.com/zbc/showpost.php/?p=502026&postcount=288

Could you append your post with details on how to build that custom MatCap SpecVisualise shader?

hey man, here is the material…enjoy

so… we can’t see the specular with colors?
i saw your screenshots but it looks too far from original
too dark and glossy…:cry:

you can have a green spec map…it will show up as a shiny green…i stopped using this workflow a while back

i mean specular with diffuse colors
so sad zbrush can’t paint specular and other maps
paint white and black to guessing specular just confuse me

i think zbrush only supports traditional sculptors
but most traditional sculptors don’t know how to use computer!!
zbrush must support 3d workflow!!:mad:
what we sculpting for

Oooh, i see what you mean… you are thinking of a function similar to mudbox where you can just paint on your model in different material channels… that would be cool too… :slight_smile: still trying to figure out how to do it