ZBrushCentral

WIP: a rather mighty dragon (C4D -> ZB -> Messiah)

I started this for the winged creature Monday Challange. Created the Low Poly Cage in Cinema4D (~2500 polys) and then brought in into ZBrush for shaping (~2.5 Mio polys). Then took it over to Messiah:Studio to test that render with ZBrushs displacementmaps. To get a slightly more interesting render I also slapped a couple of bones in the neck so I could pose the head.
I think its now time to start with the real fine details like skin, horns, claws and so on… :smiley:

One question though: There seems to be a huge crack in the UV-Map in the shoulder region. I created the UVMap in ZBrush (GUVTiles, AUV Ratio = 1). there is also a visible triangle at his left side (right under the wings shadow). Has anybody an idea how I could get rid of these?

MessiahDragon.jpg

In most cases, seams such as this are caused by differences in the way various programs interpolate UV coordinates. For some applications, UV coordinates may need to be shifted by .5 pixel to the left/right/up/down in order to achieve perfect registration.

ZBrush allows this offset to be done using the following procedure:


  1. Import the mesh into ZBrush
  2. Import the texture or create a new texture with the exact dimensions that will be used in your other applications. This step is important because it allows ZBrush to calculate the correct value which will result in a .5 pixel offset
  3. Apply UV Offset in the Tool>Texture menu. The offset should be .5 or -.5 in the U and/or V axis
  4. Export the mesh to the other application and execute a test render
  5. Repeat steps 3 and 4 until you find the best offset
  6. Make note of the required offset and apply these to other models as needed
Hope that helps you out!

Aurick,
The colormap is 1024 " 1024, the displacement map is made with 4096 DPRes. I followed your steps with the 1024 texturemap, but it doesn’t solve the problem. Should I use a 4096 4096 sized map for the UV Offset?

If I only use the colormap and doesn’t apply the displacement in Messiah, I don’t see a seam so I think the UV map is probably OK.

I also created a simplier model in C4D and then applayed the same workflow to it and there the displacement gets rendered perfectly so I think the default UV Offset should work fine with Messiah

Started to texture it.
The problems I have with the displacementmap are somehow related to ZBrush, it showed the same “error” when I applied the map in ZBrush.
Anyway, by playing with the settings I’m able to reduce it to a minimum, I think it has something to do with this model.

MessiahDragon.jpg