GRIN!!!
Check this out:
https://dl.dropboxusercontent.com/u/76310757/ZbrushStuff/DisplacementTest/ForMichalis.zip
My Pleasure SWEETYPIE!!!
GRIN!!!
Check this out:
https://dl.dropboxusercontent.com/u/76310757/ZbrushStuff/DisplacementTest/ForMichalis.zip
My Pleasure SWEETYPIE!!!
No Mealea, it doesnât 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:
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
Iâm aware of all these. Else, how could I model all these in zbrush? It simply does not work. I canât 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 doesnât 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 groupsâŠ
grtz p
Fantastic tutorial,
a question,
can be put into displacement maps, two different textures
PUV-alpha geometric
GUV-organic alpha,
for example,?cry:
YesâŠ
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.
wellâŠ
Blender takes ages to render this but it worked fine, whatâs the problem?
OhâŠ
That two different UV types, PUV and GUV and two different displacement maps, both yours.
Oh wait, I know what the problem is, I didnât 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 âbrain strokeâ:o
i must have be doing something wrong.
now it works exactly as you described it.
grtz p
ps: i am on pc
Letâs 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, letâs 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 (Mealeaâs) workaround wonât work. (this might explains why PatPodlood didnât make it, the first time)
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:
hm, donât know itâs 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.
thatâs why you can apply 2 different uv and displacementmaps.
itâs 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 didnât get it right.
Have textures On (IN ZBRUSH!) and see if you can apply different UV unwrpping. You simply canât. 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 donât have a control on such procedures. It is not among your interests, you canât have valid opinion on these.
For a weird reason, you still have the idea that Iâm using blender always, even when I clearly inform, âcreated internally in zbrushâ. Of course Iâm a blender user as well, but I never forget to mention where and how I used it.
OH, letâs 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.
hmmmâŠ
Actually this is neat!
I understand perfectly:D
Blender is blender and zbrush is zbrush
âLondon is in England and Paris in Franceâ
a question, and you get this intense white gradient?:o
Letâs stay on topic now.
Me is Michalis and mealea is Mealea.
Sorry, Iâll try to stay in topic next time.
Or, possibly, Iâll 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 donât trust a blender or so user, ask Pixologic.
Thanks Mealea
FOG was