ZBrushCentral

Z 3.5 - Zmapper/MultiDisp3 out?

Just wondered if the new displacement and normalmap windows are meant to replace former tools like Zmapper and Multi Displacement 3 tools?

And what about saving files? We still need the save feature from SubTool Master Plugin or just the regular Save As in Tool 3.5s tool menu?

Thanks :slight_smile:

Neither zmapper or DE3 came to version 3.2 on the mac as it was said the built in normal/displacement tools would do the same. I wouldn’t expect to see these appearing for 3.5 and onwards.

Richard

Thanks for inputs :slight_smile:

We just end up with a whole bunch of tools and plugins etc. and sometimes its tricky to figure out what survives the evolution :cool:

Displacement and Normal map generation are built-in now.
-K

What about cavity map creation?

3.5 is missing all the options , i can not find nearly the options for baking or cavity maps. am i missing something? is it hidden somewhere?
looks like its back to 3.1 for me.

im hoping there’s gonna be a zmapper update for 3.5R2 as its hard to get a normal map that fit every kind of object even if the new normal map generation is good for most of models…Playing with zmapper options is still teh best way to get the best normal per model basis…
im sure they’ll make a new version of zmapper!

This is really frustrating for me. I’m just starting to try to use Zbrush seriously in production, and now it seems like every tutorial and every manual is now useless in terms of getting ZB to work with Max and FinalRender (or Max at all). I have all these nice Gnomon videos, I can Google ā€œMax Zbrush Normal Mapsā€, etc…and it’s all useless, because everything says ā€œuse Zmapperā€, or something else that no longer exists.

I realize Pixologic has a great community, but it seems like you guys are relying too much on user tutorials - nearly all of which now seem to be of no value to me now that I’m on 3.5R2…can someone point me to a new official manual that has Max instructions, particularly with respect to getting working normal maps out?

I get the need to advance, but your leaps and bounds combined with your reliance on users to provide guidance is causing problems for me, and I would assume for others who haven’t been using ZB for years and years.

Goes for me too. Can“t live without Zmapper :wink:

It really was a lifesaver in many cases. As well as Displacement3 tool. Never got better displacement maps for XSI but with it“s help.

Please guys, bring these tools back!!

Posted something similar (a plea for tutorials) in another forum…I guess part of my problem is that it’s hard enough to learn new software without getting 2/3 of the way through a tutorial, and then Step #27 points you to a feature that no longer exists.

But am I reading correctly? Does the ā€˜replacement’ in ZBrush not work as well? If so, this is not really an upgrade.

Is the ZMapper built by users, or Pixologic?

  1. If it’s built by users, then this needs to be something that taken over by Pixologic.

  2. If it’s built by Pixologic, and is truly not properly replaced by features in 3.5, then Pixologic should not have release 3.5 without this functionality

  3. if it’s built by Pixologic, and the new features in 3.5 make it no longer needed (so they do the same things just as well), then Pixologic should immediately release instructions/tutorials telling us how to get good results with Max, Maya, etc…

and if they already have, then disregard most of this and just point me to the manual/tutorial discussing interfacing with Max.

Frankly, it feels like they’re so happy about GoZ that they think it will replace all other workflows…that’s fabulous, but only once you actually HAVE GoZ out there for all of us…until then it seems like ZBrush has gone backwards in terms of usability with Max…have you just decided that we Max users should just shift to Mudbox or what? It’s just confusing to me.

Zmapper was built by Pixologic

It’s functionality, with several improvements is built in to ZB 3.2 and Zb 3.5.

If you think Mudbox is better, I suggest you work with it for a few weeks before posting something like the above. I disagree that Max users are somehow disabled from making normal maps at this point.

As for the supported platforms of GoZ, the PC version of GoZ hasn’t shipped nor has the platform list been announced in finality. (Max, doesn’t run on Macs, you know.)

The downside to the built-in Normal Map generator function that I found is that the openGL Normal map preview is no longer built in. This does not seem to be a major loss to me, since normal maps tend to look different in different renders, so an OpenGL preview is not as valuable as you might think, and the native preview in the rendering product (such as GoZ will provide) seems to be a much better future for the product.

You’d probably get more help if your posts didn’t seem to simply start out as ā€œIt’s different and I can’t figure it out . . . no one will support . . . ZB 3.5 must be bad . . . I guess I’m going to switch to Mudbox because Pixo doesn’t care about Max users . . .ā€ (redundantly posted in 2 threads.)

It screams ā€œtyroā€ from the hilltops and makes those who might spend time to walk you through the functionality released a mere 6 days ago think you will be somewhat unappreciative of the input, because, guess what? It’s going to be different than your Gnomon videos recorded months ago.

The nature of the 3D industry, which I have worked in professionally for over 20 years is that things change. If you can’t cope with that now, you’re not going to get very far down the road.

-K

The basics are here:
http://www.pixologic.com/docs/index.php/Creating_Normal_Maps

Thanks for interpreting (incorrectly) what I wrote, that will certainly help my mood/attitude and make progress.

If you read what I wrote, I did not suggest that Mudbox was better, and in fact in other posts I THINK that I made it clear that I didn’t think it was, or that I was highly resistant to trying it.

But what I saw was this:

  • multiple threads asking where certain functionality had gone, some answered with things like ā€˜Yes it’s gone, but GoZ will replace pieces of it’

  • speculation that GoZ was not announced because Autodesk had some degree of influence over whether or not it happened, and would be reluctant to do it/help…Was this just speculation? Yes…but if Pixologic is not a public company, it seems like they COULD make ā€˜forward looking statements’ like ā€œit’s not ready yet for Max, but it IS comingā€ā€¦this they have not done.

  • all of the changes in the interface, released along with (I believe) an announcement that the manual will come later (seems a bad practice).

Where exactly did I say ā€œ3.5 must be badā€? - or is it easier to dismiss my concerns if I said that? (I’ll admit that maybe I’m not remembering my own posts well)

So…eliminating all the things that I didn’t actually say leaves one of your sentences as this:

  • You’d probably get more help if your posts didn’t seem to simply start out as ā€œIt’s different and I can’t figure it outā€

Well? It IS different…and I can’t figure it out…saying that and then explaining what parts (normal mapping) are different and confusing to me sounds like a good idea. I guess you disagree.

So I shouldn’t be helped because I’ve called out something I don’t understand? Or is it because I’m annoyed - NOT that they’ve made changes, as you’d have people believe - - I’m not resistant to change…I’m annoyed because they seemed to have made substantial changes, and released the product without proper documentation of how one deals with the changes…I don’t think I’m alone in this feeling.

I really wish this hadn’t gone all ad hominem, and someone would have just posted a link to a manual or a tutorial. It looks like maybe you did that next - if so, thanks.

I’m not trying to get deeper into an argument here, but do I need to read other pages linked to that page?

I ask that rather silly sounding question because I make it exactly two sentences in with that link before reading

ā€œMore advanced normal map creation tools can also be accessed when using the Zmapper plug inā€ā€¦which does not exist anymore.

What problems are you having in crating normal maps? The link above seems about correct. Just ignore the reference to zmapper and the built in tools will create the maps ok. The options seem to have clear explainations. Can you give a clear example of your problem and I’m sure others can help you.
For documentation, in the download centre there is document showing the changes in version 3.12 for the mac. A lot of this is also applicable for 3.5
Richard

Thanks, Richard…much of what I’m having trouble with might just be due to the fact that I’m legitimately trying to learn the way I’m used to, which is tutorials, videos, etc.

When the instructions differ from the interface, it really throws me. Here are the ā€˜challenges’ I’ve had to-date, which is why I’m desperate for dox:

  1. Clicking on Create NM in most tutorials I’ve seen says it will put the NM in the Textures pane…it doesn’t do this, but now I THINK that this is because Clone NM does that…correct?

1a) If Cloning is right, what is the proper way to get the model into Max/FinalRender? Lots of tutorials, but I don’t know which ones I can trust (see #2)

  1. The traditional tutorials tell you that you must be at such-and-such a level of detail (the lowest, then move to the highest and do…etc.)…I’m worried that this is no longer the case…is it? One problem is that once I find one major problem like a button no longer in the interface, I worry that the rest of the tutorial is no good. When I get bad results in FinalRender, I don’t know if it’s my settings in FR, or if everything I’ve done in following a tutorial was wrong…net result, not really learning anything or becoming confident in that learning.

  2. Many of the tutorials tell me that in Max I have to reduce blur to 0.01, adjust the output settings to such and such…when I get bad results, I don’t know if I’ve done the wrong things in ZB because of out-of-date info, or if these adjustments they tell you to make in Max are no longer needed, or have the values changed (now make blur 0.13, change the offset to…?

  3. Generally speaking, I tend to get ā€˜blow outs’ so far in finalRender…where the displacement occurs, but is either unnoticeable, or reduces my nice little mouse face to a giant mass of spikes - little in between - the in-betweens look rough at best. Again, with the changes I don’t know if I did everything right in ZB and just need to adjust in Max, or what.

  4. (ADDED) It also LOOKS like (from that link) I am getting TANGENT space normal maps, and I THINK I should get Object space…the tutorials imply that Object is the default, but I haven’t changed the defaults and yet I seem to recall that they’ve all LOOKED like the (less ā€˜pretty’) tangent map in the link.

It is highly likely that I will find it easy once I know the new workflow, but I’m trying to use it with processes that were created under old versions, and I can’t get any good results. It’s frustrating to simultaneously be trying to use a new tool, then never knowing if you can’t find Button #346 because you’re not looking in the right place, or because there IS NO Button #346.

I don’t use max so can’t help with it’s specifics. Be at your lwest subd when you create the normal map. You then use the clone NM button to transfer the map to the texture window where you can then export it. The same operation is also done for displacement maps. Read the document I mentioned as this should cover how this is now handled. It is for the mac version but these changes have also been included into 3.5 There may be other changes since then but covers the basic changes

Richard

Thanks again - -will do…I’d rather deal with minor differences in look Mac to PC than the differences in approach I’m seeing.

Phloog

  1. Yes, once you click on create normal map then you will need to click Clone NM to send it to the Texture Palette to export. Don’t forget to flip it in the V and MAX uses Normal Maps different then other applications so you have to flip the Green Channel before you create the normal maps. So FlipG in ZBrush before creating. I don’t know MAX but I’m almost positive that channel needs to be fixed. I would also recommend to always use a Tangent Normal Map.

  2. The blow out you are having is most likely a setting in FinalRender yu have set. Your values are set too high. The displacement maps and normal maps have been re-evaluated with some great imporvements.

The maps have improved not just in quality but speed as well. To create a cavity map use the combination of the AO map with a cavity map. You can get some really great results with these two maps.

I understand that it is difficult to learn new features and not have the old ones but things will change and for the better I might add. It just takes some time and trust me once you get away from 3.1 you will never want to go back.

GoZ for MAX will be out in the near future and trust me it will complete change your workflow. You will not need any tutorials. :slight_smile:

Paul

Pix should probably post this in the GoZ thread that they are commited to GoZ Max. I get a lot of inquiry from nervous Max users that think they’re going to be left out of the party!
:wink:
-K