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Another Modo question

Hi all!
So, I have found some tutorials on ZBrush to Modo concerning displacement maps and Uvs But how does it work when it comes to texturing?
If I have done a polypaint with Uv tiles in ZBrush and convert that into a texture, can I just bring that texture into Modo and apply it? Or do I need the Uvs to be unwrapped in Modo first?
I’m thinkin of using of using Modo for rendering only and I guess that with my upgraded machine Modo can handle a 5 million polly head without the hazzle of going through the whole displacement thing or I’m I wrong?

Husse

I’d actually UV and paint your textuers in modo ,modo has some very cool 3d paint tools

I have just installed the demo and it seems that Modo can’t handle very high polycount so I guess that it’s displacement maps that is the key…
A bit confusing UI compared to C4D which I also tried. The upside is the preview that is just amazing!
I will try to do some painting in it too.

Husse

You got two options :sunglasses:

1) Make your base mesh in modo or ZBrush without uvs. Sculpt/polypaint it in ZBrush. Make sure your lowest subdiv level is at least a thousand polys (or more for certain situations), lower causes problems. Add uvs (lowest subdiv), I use puvs (4k if it’s really detailed). Hit tool>texture>new from polypaint (highest subdiv). Create either a displacement or a normal map (lowest subdiv).

If you don’t have GoZ, open the obj, disp/norm map, and texture map in modo. Enter subD mode in modo (tab) to view the sculpt. At this point, because it has uvs, you can continue to add or work on textures in modo, and even do it in layers like photoshop. modo is very much like photoshop in fact, which I like. It does have nice tools to further paint, sculpt, and texture your model.

2) Make your base mesh in modo. Make sure it has at least a thousand polys again. Create uvs in modo by selecting edges and uv unwrapping. Export to ZBrush. Sculpt, polypaint, create texture from polypaint, then disp/normal. Same as before. This is if you need uvs that aren’t automatically generated, such as puvs, and need to lay them out yourself. Good for certain things.

So yes, to get a true hi res sculpt from ZBrush into modo, you will need to use displacement or normal mapping to remain efficient.

Regarding polycount, modo is not the beast we all know as ZBrush! The ZBrush canvas can handle ridiculous amounts of polys. Meanwhile, modo can do some awesome modeling, scene set up, and renders. It doesn’t matter how much you beef up your machine, modo (at the time) will not be able to handle polys in the same manner. ZB and modo are two very different 3d spaces, both with great advantages.

However, in modo, you can sculpt on meshes or difference maps, such as displacement or normal. (mesh based vs. image based) This can be handy for a lot of models. I’ve seen some really good modo sculpts. This will save you from working in two apps, but you might find yourself missing ZBrush for most sculpting. Much smoother with more tools dedicated to getting the job done. Thankfully, they work really well together.

All that said, in my opinion, modo is flat out awesome. I recommend you spend the time to read through the documentation, which is done well, and work the tutorials. It’ll get you cookin’. :+1:

This GOZ thing sounds awesome, is it a plugin?

Where do I get it?

Hi Hussi I just wanted to pick you up on Modo not hadleing large Polycounts you can get in and work on far larger meshes than Maya ,it just takes forever to load them , all the best Robin:)

Thank’s Robin!
Actually Modo crashed when I brought a highpoly mesh in but I have found it quite easy to make displacement from Z in Modo!

Take care!

Husse