ZBrushCentral

***** Generating Displacement and Normal maps in the next ZBrush version

I am in the same situation Northstarr and want to propose that in this period until the new version release to make in the forum (guiding by the expert team Pixolator, Zuzu,Davie,Aurick) a didactical presentation for update and understand everything related about UV mapping:utility,types ,aplicattion, indication,etc…a sort of “online program update” that begin with the very basic concept each one ilustrated with examples…
I am sure that the “permanent helpers” give us some light in this field because i suspect that new version is a technological revolution in UVmap and animation among other aspects¡¡
This of course has to be considered by the administrator related to the viability od this propotion.
Thanks for your attention

what is the difference betweeen a highend and a low end program, I thought Zbrush and Poser were high end programs?

It’s a matter of opinion, Reyd… :wink:

Generally MAYA, LightWave, 3D Studio, and SoftImage are referred to as ‘high-end’ programs…They cost a lot more, usually thousands of dollars, have radiosity, true reflection, volumetric lighting and materials, animation capabilities, real-world lighting and refraction…You get the idea… :slight_smile:
The trade-off is that they are VERY technical, and demanding to learn and use, and can tend to make the process of art more like ‘double-entry bookeeping’ than the immediate nature of the process that ZBrush offers.
On the other hand, the tools in ZBrush seem to work well with most ‘high-end’ apps, and as a LightWave user, I find that it is possible to use ZSphere building for instance, to short-circuit the process, making a quick model for refining elsewhere…Some here, use LW or another package, to do the rough model, and then detail in ZBrush…Sort of ‘use whatever works’ right? :smiley: :wink: :cool:

ZBrush stands on its own as a very powerful application for creating still images. In fact, because it is a paint program powered by a real-time 3D rendering engine it could be considered to be much more “high end” than other paint programs.

In addition, it supplements most any animation workflow very effectively. There are many, many 3D tasks which ZBrush can do faster and/or more effectively than the packages which were designed purely for animation. Since time=money in the world of animation, programs like ZBrush which save time are well worth getting to know!

I’ll second that! :+1:

I’ll third it!! :+1:

I’ve had Zbrush for like forever. I remember seeing it at an expo and being dazzled by the presentation, and how lovely the apple was. :smiley:
But it just doesn’t ‘click’ for me. I hang out mostly at Poser forums, and a great deal of users find Zbrush hard to get into & understand. But give me Bryce or Vue or Photoshop or Painter. They seem intuitive in different ways.
The script tutes are nice, but I don’t learn by watching things happen passively… I’ve tried to print out stuff, and sometimes that helps, but I don’t have a printer at home. :smiley:
I just don’t know. I’ve been frustrated no end, but I hate to give up.
In the long run I’d love to create and texture my own 3d models. In the short run I’d like to use Zbrush with Poser. Morph targets, textures, and if at all possible, hair & clothes.
But at this point… well, it doesn’t seem likely. :frowning:
But one can always hope for the future.

BTW, Poser 5 was out for the PC over a year before the Mac version came out. hrmph. I’m still using Poser 4, and a great deal of people are hoping that Daz Studio will improve and expand upon what Poser does.

I too found Zbrush a little overwhelming at first, but now feel it’s more like a second appendage that just needed a little execise to build up it’s strength and bring feeling back into it. Perhaps get rid of that horrible pins and needley feeling… You get what I mean.

Most apps out there tend to mimick each other in layout and features, so that, when you know one, you know em all. ZBrush, however, is so original and unlike any other app in features that it would be hard to have it feel and work like other apps, too.

My comment to anyone is always ‘if you suddenly found yourself with a tail, you might not like it at first, but just look at all the cool things you can do with it… Like lifting skirts of gorgeous women without laying a hand on them’.

Actually, I don’t say that, but it does have a ring of truth in this situation. :wink:

I play in Blender territory and have had the worse luck trying to unwrap and texture detail. So I am now getting at the developers to make a normal mapping system.

Does anybody here use blender ? Have you done an emport of one of these models with the texture as a bump map ?

Hi

When does this come out and how does one make a map.

:slight_smile:

Be patient and take the time to training with the other features of Zbrush :slight_smile:
Pilou

Hello MaxF. An official release date has not yet been announced. When the new version is released, tutorials will be included for how to make use of the new features.

hi all!

this post seems to me very interesting, and the functions of displacement mapping, make it possible to work the details with much precision, only I do not understand all (yes Google has its limits) the French community could it have a clearer translation? I I believed to understand that it is about a function which would be implemented in the next version of Zbrush, is this good that?

Hello Fouad
C’est tout simple :smiley:
Il suffit de regarder les images :slight_smile:

On modélise un petit modèle 3D de rien du tout tout léger, tout rustique :slight_smile:
On le sauvegarde !
Puis on "divide à donf, on ajoute une foultitude de détails, un nombre pas croyables de facettes,
on “smooth” à re_donf :smiley:
Une fois que c’est fait on presse un petit bouton (enfin je suppose) et Hop! :cool:
Une magnifique carte haute définition de “Bumpage” est créée !
Il suffit de la “remaper” sur le pauvre petit modèle 3D de départ qui lui est en “low Polygoning” !
Et voila miracle, un même aspect visuel pour un object 3D super léger prêt pour l’animation !
Et tout cela dans Zbrush!
Ai-je été clair ? :slight_smile:
J’ai tout compris je pense sauf évidemment comment pixo calcule sa carte ! (nobody is perfect) :rolleyes:
Ni combien de temps cela prend !
M’enfin cela à l’air terrible!!!
Je ne comprend pas que d’autres logiciels n’y aient point pensé !
Have happy Zbrushing!
Pilou
Ps
Evidemment ne pas rater ceci qui explique cela :smiley:
Pilou
Un rapport de 1 million de polygones à 281 c’est de la démence !!!

oui, pilou :slight_smile: je connais le principe du displacement mapping ( qui existe dans les autres logicels egalement, soit dit en passant) je l’utilise sous 3dsMax,
notement Final render qui comprend une fonction similaire.
seulement cette technique rassemble apparement le Displacement mapping + le texture Baking puis qu’il garde les mailles en basse resolutions.
mais merci neanmoins de repondre :smiley:
je n’ai pas pratiqué l’anglais depuis un moment et j’ai du mal à m’y remettre… :smiley:

Donc j’en savais encore moins :smiley:
Nobody is perfect again :slight_smile:
Pilou

:smiley:

Hi, this thread may have died away, but I’ve got a question about the original image posted here. What tools were used to create such a clean, sharp definition in the straps wrapping around the torso? It almost looks as though there is a way to have a tool only add a certain specified “additve amount” to an object. In other words, to not have it keep adding with every stroke. The way I’m using it now, it seems like it would be pretty hard to get such a clean, precise object.

Thanks for your help :slight_smile:

Phil

There are two tools that were used.

In Projection Master mode, the Single Layer Brush was used.

In Edit mode, the Single Layer transform brush was used.

Hope that helps. :slight_smile:

check out the zscripts …it shows how but not this particular model. the sword one shows all.