I had several issues to solve…normal map seams, multi displacement and so on. So I changed render engine. The current render shows a multi displaced model, rendered in Vray. (no normal maps)
There are still texture seams but the maps aren’t the final ones (color tweaking, plus details needed).
Hi all,
I am having some of the same issues…check this thread:
http://www.zbrushcentral.com/zbc/showthread.php?p=265686#post265686
But can I ask nfuchs, what was your exact procedure for getting multi diaplcement maps to work in vray on your shaolin mesh?
Thanks
Sonder!!
Hi!
The UV coordinates remain the same as I applied them to the low res base mesh.
I assigned different IDs to the parts. For example: face has ID 1, arms have ID 2 etc…
Then I made a Multi/Sub-object material.
There the ID 1 is the face material (vray material, displacement slot has the face displacement map generated by Zbrush)
The other IDs are like that (the materials have the corresponding ID as the mesh parts have)
When the Multi/sub-object materials are done I added a turbosmooth mod with iteration 1 and the Vray displacement modifier to the imported mesh with 3d mapping. Played a bit with the amount and shift (mine is 1.8 and -0.9). And ‘use object mtl’ is on.
So it renders the mesh displaced by all the maps Zbrush generated for the parts.
A bigger one. This is a raw render. The only post is the copyright info.:lol:
Hi,
Thanks for the reply, whenever I seem to do it I always get seams, but I’ve never tried putting the multi-sub object material into the vray disp mod.
I’ll give it a go, and let u know how it goes…also is there any chance of posting up some screenshots of your progress, cos I just got this feeling that it’s not gonna work again…and I’ve been tryin so hard to get multi disp’s onto one mesh, with no luck at the moment, and I know that I’m very close.
Thx in advance
Sonder!!
Do not put multi/sub-object material into the vray disp mod! Just add the multi material to the mesh. And apply the vray mod. Then turn on ‘use object mtl’ in the vray disp mod.
OK kool cheers, I’ll give it a try,
Any chance of some screenshots, just in case.
Sonder!!
Sure, here are 3 screenshots.
[attach=29048]scrn_mated1.jpg[/attach]
[attach=29049]scrn_mated2.jpg[/attach]
[attach=29050]scrn_vraydisp.jpg[/attach]
Attachments
Thanks for the screenshots, I’ll give it a go and let u know how it goes, and any troubles I encounter…if any…hopefully.
Sonder!!!
Hi all,
I really don’t know where I’m going off track, but I think i can narrow it down to 2 areas.
- When to export and what part of the mesh to export, from ZBrush to max.
- How to properly use the multidisplacement plugin or just the normal displacement map method…but at which point is it meant to be generated.
The images below show I’m kinda getting closer.
The major things I’m getting stuck on (probably cos theres too many cooks now) is when to split the mesh in zbrush, and then whether to delete hidden, or makepolymesh, and then once I’ve sculpted to around 2+ million poly’s, do i export the mesh that I’m working on?, or do I export the disp map now (at subd lvl1 of course) or do I use the multidisp2 plugin?
And then in max, I’ve tried using multi sub objects and also vray disp mod’s, one of these methods works, for most people, I just need to know which one it is.
Help anyone?
Sonder!!
[attach=29158]overlap+seams.jpg[/attach]
[attach=29159]oooh so close, yet so far.jpg[/attach]
Attachments
Ok. Let’s say you want to detail a teapot in Zbrush.
You create a low poly teapot in Max. You Unwrap the Uv coordinates for it (prepared for multi displacement)
Then export the model as an .obj.
Import that into Zbrush. You divide and sculpt. (Let’s say you have 4 levels)
Then you go to level 1. Export that. You will use it in Max as the low-res mesh.
And then use multi displacement 2 to generate the displacement maps.
I already told you about the Vray multi disp render…so use it.
And a little update. Some of the texture seams are fixed, began to model the clothes. Raw render.
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I’ve already solved the problem now.
Sonder!!
Looking better and better.
Hi!
Thanks!
Update. No big changes…next week I continue to fine tune his textures and clothes. And begin to model the environment.
Any Vray gurus around here? I need precise results with standard lights (in Raw light, Raw GI layer). Is it possible?
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it dosent seem that you used zbrush, you cant see any datails :((((
The whole model is 98% Zbrush. :lol:
Well, the textures are not finished…no bump maps…the shader is temporary.
Antialiasing washes out details on the texture. It’s a human full body shot…not a “full wrinkle monster”
i like this character and his position is well done.i think that with the final texturing he’ll be perfect.
maybe his chest is a bit large compared to his neck, and head. tho, he’s a martial art trained young man so it should work. maybe adding some slight imperfection, and remove simmetry in some areas will increase even more his beliavability. keep up with the great work so far!
I played a bit with the shader. Added a bump map which was painted in Zbrush and a specular map (not all body parts have them). I’ll add more veins and other details to the hands soon and give him a belt but I think it’s time now to move on and begin to model the environment too.
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Hi
I have some good news and some bad news.
The good news is that, over the last week, since I last spoke to you, I’ve been working on the first of about 8 low-poly models with the new multi-displacement method, and the amount of detail I’m getting in zbrush is absolutely amazing.
The bad news is that I can’t get it to render properly.
I’m certain that I’ve got the max UV coordinates and ID’s sorted, I export into zbrush and model away creating polymeshes and also allowing for buffer zones.
I think the problem lies in creating the displacement maps and my render settings.
The images below show what happening, and I’ve been using the same process as I did with the sphere and it worked perfectly then.
Also I sometimes get an error message in max when trying to access a 32bit image thats created in zbrush using the multi-disp plugin, and also the maps created in zbrush I can hardly make out the detail?
Please could you help once more, if you want me to send you the max file I will…I don’t want you to fix the actual max file but just give me the help you’ve been giving me so far, cos it’s a great learning curve for me…I’ve learnt more in the last 6 months working on this showreel, than in the last 4 years…he he
Sonder!!!
[attach=30033]beast rendered.jpg[/attach]
[attach=30034]displacement map_left arm.jpg[/attach]