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BumpViewerMate

Hi, is there a way to export the result of the BumpViewerMate material. I polypainted art on a model/turned on BVM/I want to export what I see on the screen not an unaffected mesh. Is this possible?

Thanks!

You’ve essentially just polypainted a bumpmap, so if you were to export the mesh as it is along with the polypaint as a texture and apply it as a bumpmap instead of a diffuse, the result should look similar.

If you wanted to geometry to contain the detail instead, you could try your hand at loading the exported bumpmap as a displacement map.

Thanks, Cryrid! Can you point me at the documentation as to how to do this? I cant find it.

The model will need UVs if it doesn’t already have them. I like using UV master but the other Auto UV options would probably work all the same.

Tool: Texture Map: New From Poly Paint to convert the polypaint to a texture. The model will probably look a bit weird at this stage if it has the bump material along with a texture, but ignore it and it should be fine. Tool: Texture Map: Clone Txtr will send the result over to the texture palette, where you can export it off as a .PSD image.

At this point you could export the OBJ as well, load both in another program, and apply the exported texture as a bump map (the steps for that would depend entirely on the program being used).

To convert it to geometry, you’ll probably want to first clear off all the polypaint information (Color: Fill Object). Create a new blank texture as well (Tool: TextureMap: New From Polypaint). Under Tool: Displacement Map load in the bump texture you exported. You’ll probably want to work with a lower intensity. Apply it when you’re happy with a value.

This works best if you originally started the polypaint with 50% gray (as lighter then pushes out, darker pushes in). If you started with white polypaint there’s a good chance the displacement will try and displace the mesh in a way you dont want. If that’s the case you’ll have to take the bump map and blend it overtop of a 50% gray background.