ZBrushCentral

Pixologic Release - Environment Modeling - Pete Zoppi - Artist in Action

that map was 4096x4096. so it is pretty big, but i make my maps that way so I get all the info out of the map i can and if i need to scale down I can do that as well. working with a lower res map locks you to that low res and makes it nearly impossible to go up in resolution. however, in this situation, you might be able to double the res of your map and still have it look good because you’re really just trying to get the major ins and outs of the displacement, you’re not trying to get all the high frequency detail in the displacement. sometimes i’ll even take my 4k map and blur it slightly so i don’t get spikey spots when it is applied as a displacement. hope that helps

-pete

First off, you’re rockstar man! This is so very helpful and so very appreciated.

I was wondering if you had any tips on getting a good normal map out of zmapper? I’ve tried all the defaults prefs with max8 and maya7, but always end up with a less than stellar result. I suspect it’s the zmapper settings, but I’m not really sure. I know this is terribly vague, but I thought you might have some insight.

Thanks again!
.m

Thanks for your reply Pete,

Yes, I can make the map larger without much trouble, but even so I think I am having problems with the map not laying on the ZB model correctly. I notice that you mention flipping the texture horizontally. Is that always necessary if the tex comes out of Photoshop?

I see that you have a PSD file that shows the UV layout superimposed to the corresponding texture. Is there any way to get this kind of view of the UV within Zbrush? I have the problem that I am importing texture files to ZBrush and then getting errors, but not having anyway to determine what the problem is. Perhaps I have missed the stock feature or may be there is a plugin that allows this?

  • David

I’m not sure what it is, but something is not working with the files I am using. I put them online:

http://www.normal-design.com/pyrami…-entrance05.zip

I’ve also posted over in the C4D forum a little bit more of a description of what I think the problem might be. In that forum I’ve had a number of discussions of ZBrush2Cinema with the folks responsible for the pipeline doc for C4D.

http://forums.cgsociety.org/showthread.php?p=3601992#post3601992

I’ll appreciate any help or suggestions on how to solve this since I have been trying to make this model for awhile without being able to overcome the technicalities . . .

  • David

OK, now the problem is solved. It had to do with Bodypaint. Anyone interested can hop over to the C4D forum by the link posted above.

Thanks again for the tutorial, Pete. I think I’m on my way with this technique now . . .

  • David

Many thanks for the tutorial, its always interesting to see real world projects "how-to"s. And your comments on the tut are great.

Way to go Pete… great to see you getting some recognition. You da man! :cool:

:+1:

支持你~~~

Hey Pete.
That’s an awesome Tut, I learned much from it.
Thanks for taking the time to do it!
Cheers
Cesar Dacol Jr.
Aka, The Voodoo Monkey

The leap between the model and the Photoshop map is too great for me. Will you explain how you generated the exact mesh to map. I really can’t afford BodyPaint 3d right now and would like to know how this particular step is accomplished. Thanks!