ZBrushCentral

Pixologic Release - ZMapper (PC) - Now Included in ZBrush 3.1

There have been quite a few questions posted in this thread already. Please keep in mind that this thread is for sharing your impressions of ZMapper and artwork that you create using it.

As the ZMapper release post states at the start of this thread, there is a separate thread in the Questions & Troubleshooting forum specifically about ZMapper. Any difficulties that you might have should be posted there, rather than here.

I have removed several posts from this thread and moved them to the correct one. Please help me avoid having to do that any more than necessary. :wink:

Thanks!

(Those models were not supposed to render in realtime, almost the witch)

What an awsome plugin :eek:. Beside the whole normal map thing,which is just stunning… I must say that the possibilty to morph models within zbrush is a thing I have been waiting for a long time.

Thanks Ofer, thanks Pixologic! And when the new zbrush will be released (hopefully this month), we will be in 3d heaven :smiley:

…and a Happy Easter to you too.
Seriously, many thanks for what I am sure was a gargantuan effort.
Additional thanks to the developers who, maybe now, will get some sleep.
I am sure as my knowledge grows ,so will be my
appreciation of valuable plugins such as this.
You are and will remain the most fun software I have ever
had.
( and at times the most exasperating)

Amzing plugin . thanks alot :+1:

I havnt started getting into the detals of it yet… but so far Excelent results…
I’m voting for a new thread for people workflow and settings
Here are mine at least…
after creating hte map (default settings)
export it to your fav format
flip it vertically in photoshop (or in Maya)
assign the map to the Bump node (maya 7 is smart enough to reqognize it)
use Hardware render to see how it will look like in a game engine
screen1.jpg

Attachments

screen.jpg

Thanks to all at the Pixologic team for a job well done! What a boon to the game industry and to all of us who enjoy real time rendering!

Looks Gorgeous! I am loking forward to the mac release! :smiley:

WOW, the ZMapper is the most awesome normal-mapping tool i have ever seen, and I tried a lot of tools like the ultimapper in XSI, the ATI/Nvidia-Tool,
but this is the fastest and most comfortable tool, that
creates really awesome-looking normal-maps.
I really can’t wait for ZBrush 2.5 ! :cool: :smiley:

looking forward to the mac release as well.
Nice Job!

mac osx version>>>???

Hey matt is anybody working on a pdf file that kinda explains this plugin a bit. or maybe a script that shows me how to use it the right way. thanks.

dr. jjwow,

  • read the first post, you will see almost immediately that there is a pdf manual available for download.

In the plugin doc it kind of says this is expected behavior. If you’ve made to big of change between subdivisions like stretching the ear, it can’t logically determine the correct thing to do.

You might want to take the high poly model and optimize or smooth that into a lower subdivision to get more of a gradual change.

Can’t wait till they start posting common use videos of this plugin. Sooooo many buttons :stuck_out_tongue_winking_eye:

Test with hand. Great improvment Pixo, thanks a lot.

Cheers.

Emmanuel (O_O)

Attachments

normal_hand.jpg

Thank you so much -again Pixols!

You guys and gals really lead the way and others will follow (copy).

So lead us to new order of 3D world!

I wonder why those other companies even bother…

I don’ t resist to show you another tests, displace with bump map for generating a normal map. Ho, 5600^^Triangles for this character.
Emmanuel (^^)
tauren.jpg

:smiley: !!! fantastic !

thank U

What can i say?Thank you Pixolator cant wait to test it!

I am a next gen console developer and I have tried this plugin today.

The plugin is great. It was one of the fastest normal mapper that I have came across. So big claps to PL. Well done.

There is one thing that I found it can be useful addition to the mapper.

I found that if I can edit the models (low or high) it would be super useful.
The idea is that you must be able to see both low and high polygon models overlapping each other in some sort of semi-transparent way, and be able to select either low or high polygon model to tweak it a bit. This will allow the artist to do that fine tunning before rendering the normal map.

You can ofcourse exit the plugin and edit them in normal Zbrush way, but it is difficult to do it when you can’t compare the differences between the high and the low polygon models.

So a edit mode inside Zmapper with the ability to select between low and high polygon would be great. Ofcourse, you must be able to show/hide them as well.

This will allow us to create the game friendly model and still be able to tweak it a little to get it closer to the high polygon model and the other way around as well.

Excellent work P.L.:slight_smile:

Lol I must be blind as a bat. woohoo