ZBrushCentral

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

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.