ZBrushCentral

normals and displacements from an unchangeable base mesh

Question for any that might experience with this. I need to use a standard base mesh which I cannot alter, to create numerous variations via normals and displacements and other textures only(for Massive stock characters). I took the base mesh sculpted it out and at the last stage imported the original base mesh back in to strip normals and displacements. It creates a significant amount of distortion however.

my options are to try to:

*use morph targets when I first bring in the mesh, and switch as a last stage

*try and bring in the original mesh on a separate layer, and then see if that will eliminate the distortion.

I figured someone has worked through this problem before though, and thought I would ask.

One other issue was that some of those base meshes have ngons. As far as I know Zbrush won’t let you bring in ngons without splitting them into tris and quads. Any work around on that?

Thanks!

I’ve used this technique by saving my (now deformed) level 1 as a morph target for the rendering engine before applying normal, displacement, texture, and other maps. If the engine doesn’t permit morphing the base mesh, I then use xNormal rather than ZB to generate my maps because you’re getting into more “extreme” projections of deformations.

If I’m generating “pure” maps (e.g. no morphs) I will use ZB since UV space is UV space, even if the n-gons get split into quads and tris. Otherwise, you’re going to need some special tools for “translating” a quad/tri morph target to n-gon driven morph target. I’ve not see much luck with this. Best to see if the TD will provide quad-tri only base meshes. (This doesn’t usually mess up rigs, so it may be a possibility–depends on the project.)

If I’m stuck with n-gon base meshes, I will do the sculpting for displacement/normals/textures in ZB and then use xNormal to generate the best maps I can get. In general, I don’t try to fight creating morph targets for n-gon based systems in ZB because of point-matching issues.

-K

Thanks for the help, Kerwin. I have never used xnormal before. But good to know that the Zbrush pipeline might now be ideal. I’ll look into xnormal(the free plugin/program I assume you are talking about). I’ll also look into seeing what happens if I use maya’s native mapper.

Thanks!

xNormal is handy as a projection tool. Be forewarned it can be a finicky, so you may need to spend with time with it to get the results you want. :wink:

It’s available here: www.xnormal.net

-K