Hi
Since there is a lot of interest in the process of generating displacement and normal maps in the next ZBrush version, I have composed the following image which explains the process…
As you know, the currently-available version of ZBrush (v1.55b) already enables you to add fine details to dense 3D meshes. The next version will build upon this capability by introducing new features which enable you to work with even denser 3D meshes – either ZBrush-generated (such as ZSphere models), or imported from other programs.
Those who plan to incorporate high-res meshes into native ZBrush artwork can incorporate them ‘as-is’ without further processing. Those who plan to export to 3D animation applications, and are interested in achieving these kinds of high-res details, can take advantage of new ZBrush features which extract the necessary displacement and/or normal maps appropriate for their animation package. This will allow the animator to use a low-poly mesh which exhibits the fine details of a very high-res mesh when rendered.
For more examples, see Dave Cardwell’s (from Weta) work posted in this thread.
About Normal-Maps: The next ZBrush version will be able to generate normal maps for all 3D meshes; the currently-available version (1.55b) can already create normal maps of intricate – though mostly flat – surfaces (for such uses as in game environments: floors, walls, ceilings…). See this thread.
The next version of ZBrush (a free upgrade to registered ZBrush users) is currently in an advanced stage of development. We are not yet announcing its release date, but you can expect it sometime in August or September. Further information will be posted as more developments arise.
Have fun ZBrushing
-Pixolator