ZBrushCentral

Texture size/DisplacementMap Alpha Depth/CavityMap

Hallo All,

I wonder how I can set the size for my Textures/NormalMaps/DisplacementMAps. All what I get is a Map with the size of 2048*2048. If I change the size under the texture tab on the top, it wont effect the size of the texture or normal/displacementMap at all. So, how can I set the size I want for my different Maps. Another thing is. Since ZBrush 3.1 it was really cool to great DisplacementMaps without dealing anymore with the Alpha Depth Factor. I just used it in Maya and changed there the Offsets to 2.2 to -1.1. But if I do it now, it´s blowing up my mesh. What changed there? I´ve set the DisplacmentSettings to: >>>Adaptive/SmoothUV/Flip V/DPSubPix2/32Bit<<< And still another question, Is it possible to change the settings for the Cavity Mask and creation for it. I mean the Cavity creation how it is now, is the worst solution possible, compared to the old version of ZMapper. I know, it´s pretty fast now, but the result is quit bad compared with ZMapper. Also the new cavityMap solution is much more rough no matter if antialiasing is on or off. And at the image you see anothers thing which bugs me alot, how can I set the strenght and density in the new Cavity, where are all the importent settings of ZMapper, how can I finetune May CavityMap? With this I can´t make clean cavityMaps. I hope there is a better solution then just the MaskingCavityMap. So this is all. Maybe I´ve just overlooked something and there´s a simple solution for all. If so tell me. Best regards, Josef

Attachments

Cavity.jpg

Texture map size is now controlled in the “UV Map” menu.

Bingo_Jackson, thank you very much for this hint. Strange but I have overlooked this menu. :slight_smile:

But what is with the other question, anybody some ideas?

Cheers,
Josef

As mentioned by Bingo_Jackson (thanks:)) you now should use the UV sub palette to adjust the size. If you are using ZBrush generated UVs, such as PUV, you need to re-UV it when you changing the image size to allow ZBrush to use optimal UV for the new size.

With 3.5 you should use 1.0 and -0.5 instead of 2.2 and -1.1. Even better, simply use ZBrush 3.5 capability to export maya files directly, this will automatically save all that you need in order to transfer the mesh and its maps to Maya, it will also automatically set shading network and assign correct factor and offset when you open it in Maya.

After creating the CaityMask, you may CTRL-Click on the mesh to blur the masking. You may also make use of ambient occlusion masking in 3.5.

With no ZMapper you can use AO and mask by cavity to create an interesting cavity mask. Try using both of those options to create your cavity map.

If you for example have your mask by cavity mask in your Alpha Palette by clicking create alpha. Then clear your mask and do a AO. Once that is done use the new settings at the bottom of the Masking Menu. Set your Mask Intensity at the level you want and then click the Mask Alpha. This will add the AO to your selected Alpha, which will be the mask by cavity file. Try that and let me know.

Paul