ZBrushCentral

Did You Know That (ZBrush 3.5)

thanks gabbo, nice tip indeed.

spaceboy412

thank you for sharing the tip. everyone is welcome to add onto any video I put up. the more info we share the more interesting everyone’s work will be.:smiley:

Paul

Hi man, thx for your video, very instructive.
I’ve one question about the transpose master video:
when you have setup all the model with the plugin, which is the combination are you using for subtract the mask?
1 Click on the mesh (arm) and mask with rotate
2 click on the other mesh (bracelet or glove)
3 at this point i’ve tried so many combo (ctrl, ctrl+shift, alt, alt+ctrl…) with no good results.
Hope you understand the question.
P.s. My english is poor and i can’t hear properly wht are you doing…
Bye
leo

marciani

here are the steps for transpose

  1. Hold ctrl on body and drag from shoulder
  2. DO NOT let go of ctrl
  3. Then click on wrist band
  4. Hold shift and drag out your mask on the wrist band

hope this helps. if not please let me know and I will do some screenshots and maybe that will help:D

Paul

Thx for your fast reply,

but for me doesn’t work at all, when i select the other mesh following your guidelines (holding ctrl) the body come all selected…i don’t know why…
I’ve done a workaround, select with lasso and all work fine…
Thank’s again for your tips.
Bye
Leo

Thank you my dear friend for these great videos!
They are really appreciated!

Cheers buddy

It 's a delight to see brilliant intelligence at work /play
thanks for sharing

Hi there;

Your videos are amazing.

I just wanted to ask you to explain the multiple UVs displacement setup in MAYA for rendering.

For example, you have your cliff (I love its detail) but it has four UV regions on it instead of only one.

How do you setup the displacement of that four textures for rendering?, Do you use a multiple/divide node?, Do you use the defaultColor solution?, Do you use a layered texture?.

Any of those methods make seams at the UV ranges borders and don’t know what to do to erase them (I suppossed it was a filter error, but all my textures got filters set to OFF and the seams don’t go away).

I’d be very kind of you if you could explain that.

Thank’s

Thank you to Fahim, joie, and vedanta for the kind words. I would also like to thank everyone who has left some great comments here.

joie

the cliff is only one UV region. In the video I only speak about that so people can understand how the exporter works. As far as rendering out multiple regions in Maya.

When you create a shader for each UV region you are still getting seams?
What settings did you use when you exported the displacements from ZBrush?
Can we get screenshots of your issues?
Have you looking at Scott Spencer’s thread to make sure that is not your issue?
http://www.zbrushcentral.com/zbc/showthread.php?t=56061

The more info we can see then we will have an understanding on the steps you took.

Thanks for watching.

Paul

Yep, I’ve followed all the tips around there, the exportCCMesh thing, set filters to off, set correct code to multiDisplacement3 to render 32bit tif files…, everything I can think of (even create a single shader for every UV shell shows the seams).

Would you mind to check my MAYA file to see if it’s something wrong with it?, I can ZIP all the data and upload to rapidshare or something like that (the 32bit tif files are a bit heavy, you know).

Thank’s in advance.

joie

I would be happy to take a look at your files. Just send me a private message to where I will need to go to take a look at what you are doing. It would be great to have all of your files, including the ZBrush files. I can do more testing that way.

Paul

I’ve sent you the link to download the files but…

I’ve made another different test later on just to check all my steps and now everything is going as espected.

So I’ve checked the first test in order to see what went wrong the first time and found I made some typo in the miExportCCMesh step…, I’ve redone that and now all is working right.

Excuse me for borrow your time but thank’s for you support anyway.

(I now proceed to delete the rapidshare link).

Hello Everyone

There are two videos this week:D These videos will show you quick ways to edit any topology quickly. Example, if you just want to add more edge loops or add more topology on a certain part of your tool without having to redo all of the topology. This may solve some issues for people when they just want to add polys on one part of their tool.

This is the first video that will show you how to build your topology quickly and then add more topology.

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Here is the link for YouTube

http://www.youtube.com/watch?v=im0fWQv6NhY

Here is the link to download the HighRes Video

http://www.pixologic01.com/zbc/didYouKnowThat/highRES_paintTopology.mov.zip

This is next one has two parts. This first part is another approach to the top video but is a much faster way. The second half of the video shows how you can use the topology tools to combine multiple tools

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Here is the link to YouTube

http://www.youtube.com/watch?v=ifnGYk4jmHQ

Here is the link to download the HighRes Video

http://www.pixologic01.com/zbc/didYouKnowThat/highRES_combine.mov.zip

Thank you to everyone that keeps an eye on this thread.

Paul

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wow thanks man for sharing all this useful knowledge…i just found out about this thread… and now i’ll be checking your thread from now on lol.

I love you man!!! These are the best tutorial videos. You go straight to the point. Keep going keep going!!!

Gabo…your a god!..why the hell dont pixologic demonstrate stuff like this on the classroom page???..this trick could have saved me days of wasted frustrated retopologising …

Thanks buddy…

www.peterminister.com

Thanks for the tips! Those plugins are also lifesavers (sadly, I discovered them a bit late :cry: )

Hello.

Maya 8.5 and Zbrush 3.1 on a Precision 690. 2 RAM, OS: Windows XP-Pro

I am following Gabo’s excellent video tutorials to render my ZBR mesh in maya. I had started the poly in Maya, then did all my texturing/detailing in ZBR as a bump map in maya. I made my displacement, normal and cavity maps and then went in to maya and started applying them. All is going well, but when it came time to add my normal map I hit a snag. To use the normal map as a bump map material I go to the 2D bump attributes and open the drop window “Use as:” and select Object Space Normals.

However, when I open the “Use As” drop window there is only Tangent Space Normals as an option. How do I add “Object Space Normals” as an option?

Is there a plug in I can load?

Any help most welcome.

Thanks, Tristan

Thanks Paul. The one thing I would add to that last retopo video is that the process you’re showing is for ADDING geometry only. If you have a weird spot in your topology that requires deleting points and redrawing that part of the cage, that redraw is going to change the point order for that area and it will cause havok when you go to project your detail onto that new adaptive skin.

Or at least that’s what happened to me :slight_smile:

-Dustin

EDIT – The normals on my adaptive skin got flipped, so what I said above is probably rubbish. Paul rocks and I suck.

Alright here is the video for the week. This video will show you know to add polys to sections of a tool when you need to get more detail without subdividing the whole tool. Masking is used to select the region you want divided. Project all and ZProject Brush is also used to fix UV issue. This trick may help you when you need just a few more polys in one spot to get some detail.

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Here is the link to the video on YouTube

http://www.youtube.com/user/Pixo3

Here is the HighRes download

http://www.pixologic01.com/zbc/didYouKnowThat/adding_detail.mov.zip

Thank you everyone for the involvement on this thread.

Paul

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