ZBrushCentral

2.5 D tools for Terrain creation

This is simply amazing-- and such a reasonable price! Thank you for getting it to work on the Mac.
I love all the options, and my early results are surprisingly satisfying. Just what I needed at this time.
Going forward I wonder if it could be tweaked in such a way to also
reproduce the look of waves in the ocean from a birds-eye-view?

I would love to be able to combine my terrain with water lapping at the shore… and blending that with
ocean waves. Just wishing here. But what you have done here is wonderful!
Thank you

Exactly what I was wishing for for an upcoming project! Instant purchase. :slight_smile:

Thank you very much for making this available to us, especially at such a price.

Is there a way to use the erosion filters on an existing, regular 3D ZTool?

Cheers!

did a test here http://www.zbrushcentral.com/showthread.php?198309-Some-new-things&p=1185689&viewfull=1#post1185689

Hey,
Great plugin, works super well. Do you have any plans to have a feature where you can use the plugin on existing geo? For example you might have DEM or ground already and you just want to add details like erosion to it. That would be amazing.
Anyway congrats on a great plugin, loving it
Cheers
hamish

Hi hbeachman,
I don’t know if you can import a DEM into photoshop and make a greyscale 16 bit PSD. then you can import that to zbrush and do a crop and fill…
what I really would like to do is a erosion algorithm that works directly on a dynamesh 3D model. That would be very cool and I think it can be done.

“what I really would like to do is a erosion algorithm that works directly on a dynamesh 3D model. That would be very cool and I think it can be done.”

That would really be cool!:+1:

Cheers!

Hey
DEM data can be converted to a obj so you don’t need to worry about the photoshop side of things.DEM is ideal to start working with as its going to have the correct work scale, which is vital. But even working with existing geo would be great. Often you are trying to match some concept or place, and in these situations a procedural system is hard to art direct or control precisely.
Cheers
Hamish

Looking forward to this! Hope some portions can be ported to the Mac so that I get to use it as well.
Do you need any inputs on terrain generations in case if you are thinking of future updates?

Yes, any inputs, critics or ideas are welcome. And There is a MAC version already available.

Faceless, I can’t wait to see your plugins combo. You have great ideas and programming skills. I am ready to see what you have done.

Hey Ignacio, i have a great new, My toolset is available in private beta, i d like you to join on board :slight_smile:
may i sent you a private message with a walkthrough for you to grab your individual licence and the toolset ?

Nicolas

Hey dargelos, you are my new best friend.
This plugin was my no. 1 choice on my wish list. I have spent years searching for the best workflow in creating a World for my graphic novel. I have tried loads of software packages and found the best workflow to be ZBrush, using all the brushes available, however as you can imagine this took hours of sweat and sleepless nights. I still didn’t reach the quality I was looking for.
So thank you so much for this plugin. I really can’t wait to get stuck in. All your hard work, expertise and creativity are much appreciated…

I worked a little bit on the color map creation. I finally decided to generate different maps because it’s a very versatile solution.
You can export them to photoshop and use them as masks, selections or you can use them inside ZBrush.
Mask and Fill creates an stencil from the selected alpha and fill the canvas with the color or selected texture. Also you can activate the stencil and manually paint on cavities, wet areas, convexities, flats or the highest slopes .

:+1:

I am working on an easy way to create a proper SplatMap from generated Alphas (slope map, cavity, WetMap, etc). This is not done by merely putting them all together in different channels, I am using the sum-to-one rule to make sure they look great in Unity… It’s not ready yet but it will be soon…
Mixshow3.jpeg
shounity.jpg

Attachments

shounity.jpg

Mixshow3.jpeg

Oh, And It will be possible to export the 16 bit heightmap directly in RAW format…

Music to my ears dargelos. My dream pipeline would be to create my terrain in ZB and take it over to unreal. So looking forward to the results. Serious good luck with the splats.

Zbrush too unity workflow it’s sound more and more interessing

Yes, It would be great to have an easy work flow between those(Unity and UR) and ZBrush… Is anybody using Amazon’s Lumberyard?
Anyway I made a short video Showing how to use the UC River button…
<iframe width=“560” height=“315” src=“https://www.youtube.com/embed/legtuumXjTM” frameborder=“0” allowfullscreen

This is a really useful plugin!
I was testing the SplatMaps, and on export get error: Blue - Blue Channel Dimensions don’t m (cant read the rest)
My guess is two of the selected alphas are he same, or mismatched sizes?

I made a video Explaining how to create the SplatMaps.
But yes, all 4 alphas need to have the same size as they will be converted to Channels of a single color image.