ZBrushCentral

Need Projection Master Help!!

Can someone plz tell me whats wrong here. Im trying to use projection master to project displacements on my mesh to give off aged skin look… I bring in my model divide it up till my pc can handle till about lvl 5…the base model is about 3,100 polys… so i know that divided 6 times is enough mesh …it has to be… Anyhow, when i project my alpha of the skin ( or anything for that matter ive tried shapes brushes all kinds of stuff) it looks good but once i pick my model back up it looks horribly distorted and pixilated… What on earth is wrong here… I cant for the life of me understand what im missing!! I mean i could understand the model looking bad after picking it back up if i only had the mesh divided 1 or 2 times but ive gone up to 6 divisions and it still looks bad. Something isnt right and can use any advice on how to fix this before I loose anymore hair today. Ive watched the projection master script and cant see how he gets such clean good results of displacement on the sword at lvl 6 divide… and on my model its set to same division but anything done in projection mast and then picked back up looks aweful… Any help would make my weekend! thx in advance

It’s all about size of detail relative to size of polygons.

For your mesh, subdivided to level 5 you’re still looking at fewer than 800,000 polygons. That might be enough polygons to add fine detail to a head, but certainly not to a whole body. Of course, I’m kind of shooting in the dark here without any pictures to see of the model or the details that you’re trying to achieve.

The bottom line is that for a perfect translation of pixols-to-polygons when you pick the model back up again, you need a ratio of one polygon for each pixol. At the very least, you need for the details that are being painted to be larger than the polygons that they are being projected onto. If your details are smaller than the polygons, then you will always lose quality in the projection.

Try breaking your model into smaller pieces. You will then be able to divide each piece farther, which will allow you to add finer detail. Alternatively, consider using mesh displacements for larger scale details, and a bump map for finer details.

really hmmm… im runnin z brush on a pentium 4, 3.4 g, 1 gig of ram , and a GeForce FX 5900… and if i take my base lvl 3100 poly model and crank it to 6 i can barely move in z brush… so i should break my model up and import it in and go higher? My question though on the projection master z script i see him do insane detail with projection master with the sword divided to lvl 6 and when he picks the model back up it looks great! now if i take my 3100 model and go to lvl 6 and add detail in projection master it looks horrible when im done…and my modelat lvl 6 has more geometry then that sword does???

lets See a pic of it?
Load your model and convert it into a polymesh 3D
then press :small_orange_diamond:Tool :small_orange_diamond:Texture :small_orange_diamond:GUVTiles

  goto :small_orange_diamond:Texture and set both sliders to 4096 and press New
    
    use the projection master and set the intensity RGB and the intensity to 100%
 if your using :small_orange_diamond:: Deformation in the projection master you might lower the intensity.

most work well with :small_orange_diamond:GUVTiles but not all
allso turn off quick edit if needed
this could cause some distortion

First, at 1 GB of RAM you can expect to see slowing down as you approach a million polygons. It would not be adviseable for you to divide an 800K mesh again, as that would produce 3.2 million polygons which is certainly more than 1 GB can effectively manage.

Please see the ZBrush 2 Performance Tips found in the FAQ>General section here at ZBC. They will talk about ways to get the most out of your system, and also how to more effectively work with polygon counts that are at the upper limits of your system’s capabilities.

If you take a good close look at the sword that you end up with at the end of the tutorial, you will see that the details that were projected are ALL larger than the polygons that they were projected onto. That is why that model has very clean displacements. In fact, if you watch closely there are points during the tutorial where you can see the polygons because he’s getting close to the detail limit that the mesh can handle without having to divide again.

The very simple fact is that you cannot sculpt any detail into a model that is smaller than the polygons that make up the model. Please don’t argue on this one – you’ll lose. :wink: If you can’t get the fine detail that you want with the current subdivision level, you need to divide again. If you can’t divide again, you need to split the model into smaller parts. If a model can’t be divided past 1 million polygons, then splitting it into two parts gives you an upper limit of 2 million polygons.

By the way, I’ve stressed this many times before and will stress it again. “Number of subdivision levels” is a lousy way to compare meshes. A model that starts with 3,000 polygons will have 768,000 at level 5. A model of a 6 faced cube, on the other hand, would have 1,536 polygons at level 5. Number of subdivision levels is therefore a very arbitrary value and cannot be used to effectively compare two meshes. Only number of polygons is an effective measure, and even then it’s not fully reliable. After all, a sword is a LOT smaller in surface area than a person. So 768,000 polygons on a sword would allow more details than 768,000 polygons for a person. Both models would allow the same scale of details relative to the model itself, but wrinkles and skin pores go far smaller relative to the model’s surface than 768,000 polygons would allow.

Ok i think I grasp this issue… so basically i should upgrade to 2g of ram im thinking… would that make a huge difference?