ZBrushCentral

Now Im having fun

GRIN!!!
Check this out:
https://dl.dropboxusercontent.com/u/76310757/ZbrushStuff/DisplacementTest/ForMichalis.zip

My Pleasure SWEETYPIE!!!

No Mealea, it doesn’t make any sense to me.
It opened well, but when I tried to just apply bumps and not displacements (I discarded subdivisions you see), the whole UV thing was a mess. (Like a 100 repeat or something) Anyway, I tried a new UV unwrapping. I hided half of the cylinder, I applied GUVs. Good. The other half visible, I tried PUVs. It worked for a moment, when both parts became visible, I lost it. The first (GUV) applied to the whole mesh.
See here:Screen Shot 2013-08-23 at 1.30.15 AM.jpg

Sorry, repeat is at 1.
If no UVs, if I ask for PUV or GUV for one group (or visible part), zb refuses to do any UVs, there is a warning.
So, what do I miss. Zbrush simply does not allow to UV one part of a mesh. Weird and inconsistent. If I select all ask for a particular method, GUVs, then I can have visible a part of the mesh and still be able to GUV it. But never another UV method. Right?

Mealea, thank you for instructions,
I did say something in greek, really I did. LOL
I’m aware of all these. Else, how could I model all these in zbrush? It simply does not work. I can’t asign PUV on one part of the mesh and GUV on the other, by example. It seems like working but when I make everything visible it discards all the changes.
Anyway thanks. It doesn’t work for me. There is some inconsistency around this UI.

for me this only works if i first do a guv or puv on the whole mesh.
then i make selections and can do the seperate uv-ing on groups


grtz p

Fantastic tutorial,
a question,
can be put into displacement maps, two different textures
PUV-alpha geometric
GUV-organic alpha,
for example,?:o:cry:

Yes

It seem you CAN do that!!!
GREAT IDEA!!!

Hide one side of your object.
Apply your first Displacement map.
Now hide that side, showing the other side.
Apply your second Displacement Map.

TADA!!!

Well, not really a great idea.
It is against the principles of exporting these models to another render engine.
In fact, applying displacement is for use in zbrush internally, only. Sorry.
This is why zbrush has a few ways to preview displacements. Without being distractive. To export the objects after.
Subdivisions and displacements will take place on another render engine. Such render engines are much more capable for millions of subdivisions and produce brilliant results.

What if the only render engine you have is ZBrush?
I still think its a great idea, it works and its very cool to be able to do that.

well

Blender takes ages to render this but it worked fine, what’s the problem?

BlnderCrapRender.jpg

Oh

That two different UV types, PUV and GUV and two different displacement maps, both yours.

Oh wait, I know what the problem is, I didn’t use blender to apply the maps or something right?

Thanks Mealea: are the king
On an amusing note my spell checker wants to turn the word "stroke"into “brain stroke”:o

i must have be doing something wrong.
now it works exactly as you described it.

grtz p

ps: i am on pc

Let’s say, textures (and displ) are ON.
Case 1.
All the cylinder is visible. Apply PUV
Hide a part of the mesh and ask for a different UV, let’s say GUV. OK done.
Unhide the whole mesh and only the first PUV everywhere.
OK, it obviously is not working this way.

Case 2
Delete, discard all UVs from cylinder.
Hide a part of it and ask for any kind of UVs (PUV)
Zbrush refuses to Unwrap a partially hidden mesh
See screengrab

Conclusions, (edited workaround) :
When you have textures On, the above (Mealea’s) workaround won’t work. (this might explains why PatPodlood didn’t make it, the first time)

  1. Turn Textures Off.
  2. Select part of the mesh and ask for GUV unwrap.
  3. Invert selection and ask fro PUV.

You can not preview anything because Textures are Off.
Now, turn textures On (and displ as well as they are related to tex On Off)
Now it is working.

My conclusions. It is impossible to work on a UV editor without previewing the scale, the possition of these maps.
Random creations are not what I wish to do.
IMO, we are facing another zbrush bug, among the too many, on the UV editor.
Thank you, I suggest you all to learn blender or other UV editors to do the job right.

So, Mealea and other loopinists.
When you post advises or turorials, when you post opinions of what is needed for a workaround between multiple applications (like Zb and blender), please be very certain of what you are posting.
(BTW, Mealea, why to apply textures when I go for blender rendering? I will apply them there, and I will place them as I like there. The UV unwrapping is all you need to export)
To be exited because you may have some fun is not the best way to go. Excitement might soon come to an end. In 3d or in a love story. ;)
 :lol:Screen Shot 2013-08-24 at 2.20.30 PM.jpg

hm, don’t know it’s a bug.
i imported the exported obj in c4d for a test
and it came in as 2 seperate pieces,
with of course two seperate uvmaps.

so this procedure splits the mesh in 2 objects during export.
that’s why you can apply 2 different uv and displacementmaps.

it’s like you do a split mesh from polygroups in subtools.
strangely enough zbrush keeps it as 1 mesh.

grtz p

The english language barrier I guess. Sorry.
mealea, you didn’t get it right.
Have textures On (IN ZBRUSH!) and see if you can apply different UV unwrpping. You simply can’t. It is a bug. It is also a very unfortunate UI.
To mention different workarounds engaging blender or other apps was not my point. You mentioned such workarounds. I just replied. Obviously, you don’t have a control on such procedures. It is not among your interests, you can’t have valid opinion on these.
For a weird reason, you still have the idea that I’m using blender always, even when I clearly inform, “created internally in zbrush”. Of course I’m a blender user as well, but I never forget to mention where and how I used it.

OH, let’s make it clear.
In ZBrush, you have one only UV set, one only texture. To apply a tex as polypaint or as displacement and start a second UV procedure does not alter the facts. Because vertexpainting (polypaint) or true applied displacements are not textures any more.

hmmm

Actually this is neat!

flat-and-foggie.jpg

Attachments

flat-and-foggie.jpg

I understand perfectly:D
Blender is blender and zbrush is zbrush :smiley:
“London is in England and Paris in France”:smiley:
a question, and you get this intense white gradient?:o

Let’s stay on topic now.
Me is Michalis and mealea is Mealea.
Sorry, I’ll try to stay in topic next time.
Or, possibly, I’ll post my experiments and conclusions on my thread and no where else.

BTW, No Mealea, you can not have multiple UV sets, or/and multiple textures in zbrush. Period. If you don’t trust a blender or so user, ask Pixologic.

Thanks Mealea
FOG was:+1: