ZBrushCentral

Now Im having fun

No mealea,
You need a 16 bit or a 32 bit displacement map. Never a jpg.
In zbrush, a 16 bit B&W PSD or tiff file is required.
Now enjoy the bad artifacts on your new posted artwork.
It is not the first time I’m trying to explain why.

If you need a photo editor, an advanced one, I suggest the wonderful photoline (it costs something like $50) or gimp which is free (and worse as many open source apps). On your wacom installation disk you may find adobe photo elements for free, Am I right?

Something went wrong. I insist.
The displ map has no artifacts, it is the same I used in lot of my tests.

I also posted an AO map. I suppose you didn’t use this as displ. You can add it as color map though.

I may buy this hammer after all. :lol:

are you talkng about editing your bpr renders (passes) for post effects?

or creating and/or editing 16bit displacement maps?
for the displacementmaps i am doing some experiments in cc,
only zbrush doesn’t seem to accept 16bit psd files.
if i save them out as 16bit png its seems to work.

grtz p

Hi Mealea,

So interesting to find a gang of you guys working on 2.5d experiments… you have some amazing stuff in your thread, and I’m really keen to read up on
all the techniques you’ve been experimenting with.
Must confess I’d given up my experiments of this kind a fair while back, feeling like I should be learning how to sculpt in ‘proper’ 3D :} … but you guys have really been pushing it, and I’m feeling excited to try it out again

Hope you won’t mind me posting some pieces as introduction to your amazing club here…I’d love to jump in, get advice, be given a prod in my lazy ass :slight_smile:
Giraud-Williams Space-Lo-Fi.jpg

Coallesce IV-Lo-Fi-small.jpg

Surface IIb-Lo-Fi8.jpg

All the best…and keep the fires burning!

Attachments

Coallesce IV-Lo-Fi-small.jpg

arcimboldo
that’s the first thing i think off when i see this picture.
don’t know why, couse theres no vegetables or fruit in it.

nice head.
great stuff.

how the hell you create those polygroup ‘islands’
is this all masked by hand?

grtz p

Yes the first one is really interesting Rawsunlight. Welcome :+1:

only zbrush doesn’t seem to accept 16bit psd files.

Not quite. Zb will accept B&W 16 bit PSD or tiff alright.

Mealea, after a closer look, (and, your last one is just great anyway),
these artifacts may have to do with the resolutions of the mesh and the density of the map. (the h,v repeat thing).
It will work better on less repeat values, or a more subdivided mesh (which hits the limits of zbrush or your machine anyway)
Let’s be reasonable and practical. For very hi h,v repeat values it doesn’t make sense to really subdivide the mesh. A simple bump will look better.
Here comes the AO map, it will re create this displ illusion.

(after this last huge render I have to hit enter to split everything to paragraphs :lol:)

Really nice job done on that morphed/abstracted figure /head Mealea…Great experimenting…:+1:small_orange_diamond:)

Glenn

Squat.
I should make this guy seriously fat…
EvenMoreRounded.jpg

cool try also noise maker inside the clean squares around the main loops. I’m trying to add micromesh things on the usual process just to have more madness in detailing…ever tried?

Love the crouching blue guy… nice loop work

J

Hey, Blue Guy is just striking ,very cool stuff !
Incredibly beautiful work you have been doing the last couple of months…
makes me feel like a kid in a candy store…Deke

What if I apply the UV and then the displacement and then re-UV and reapply? I was just reapplying with displacement set very low like 0.0105 I think and also doing it negative (-0.0105) as well with different repeat settings, once I was done with all that THEN I would do the bump using just the preview.
Im still unclear on which anomalies or artifacts you were referring to as it all looked fairly clean till i messed with it.

Anomalies?
No mealea, you can apply displacement once. After this, the whole base mesh is distorted and the UVs are distorted with it.
However, you can still sculpt with alpha brushes on it. I usually avoid it. So, before applying, I could duplicate the mesh, subdivide it as needed, select loops, extract them, or another duplicate (low poly) use it to create other loops, etc etc.

Nice work Mealea! I really like it. :+1:small_orange_diamond:sunglasses:small_orange_diamond:+1:

Your best to date!:+1:

This Out of memory came up when you tried to apply displacement to a 8 M mesh? (just curious)
It happened to me at a 15 M. After a few retries, it worked though. More or less. LOL
ZB is a 32 bit app. These are its limits, I guess so.

it’s a very nice model.
what is your document resulution at render time?
my experience is that zbrush acts strange and crashes when the document size goes very high.
i feel it when i try to render 4k displacement map.

grtz p

Thank you!

The document size is what you see above, I used the default.
so… lemmy look… hang on…
1120 x 840
Thats just what ZBrush defaults to due I think to the size of my monitor.
I think.

GRIN!

1120 x 840 is not that high res.
than, it must be something different.

still strugling to get my polygroups nice and smooth (round) like yours are.
i don’t know what i am doing wrong.
do you create the uv’s (puv, or guv) on your highres mesh, or before subdeviding it?

grtz p

:+1: Electric blue. :+1: Nice :wink: