ZBrushCentral

Z 3.5 - Zmapper/MultiDisp3 out?

You have a couple of approaches to cavity maps with the new system. One of the easiest is to just use “Mask by Cavity” and “Create Alpha” to save it out. Bluring the mask (BlurMask button) slightly may give you a good effect.

Alternately, the new AO system can create some good effects in this department. AO masks are also driven from the Masking subpallet.

You can also send a mask to texture via the “New from Masking” button on the Texture pallet.

-K

That’s incredible news! Frankly, right now ZBrush is something I like to ‘fiddle with’, but it’s not making me any money (not a complaint, just explaining that it’s more of a toy/hobby thing for me right now, in large part because I haven’t had time to learn it well).

If Goz is really so revolutionary that no tutorial will be required, and the Max version is due in the near future (hopefully meaning weeks not years), then I think I can just stop fiddling right now, and wait for GoZ. I’m really into sculpting things with Zbrush…not so into understanding how to flip Vs, flip green, place my jacket upon the eighth peg while humming a Thanksgiving carol…if you’re saying that GoZ will limit how much I have to know about tangents, UV spaces, etc…then you are my hero. I already have to know about lots of goofy things to use FR and FumeFx properly.

I can certainly save you time by not answering questions–that will save you time reading “every freaking forum post.” It’s not like I get paid by Pix or anything. As for normal map generation and disp map generation, it’s already in the online doc. The new buttons have some useful doc, visible by Ctrl-clicking. There is also considerable information in ZBrush Homeroom videos which cover a lot of things about the new 3.5 features.

I’m sure Pix could have delayed the release another month to prepare the documentation to a higher standard (they aren’t that big a company . . .) or maybe push GoZ out a couple months . . .

(BTW: you guys do know this forum has an “ignore” function don’t you? You click on the user’s profile and you select “ignore this user.” It can cut down considerably what you need to read from ungrateful users.)

-K

Some more tips regarding Difference Maps in 3.5:


  • ZBrush can now use HD data to create normal and displacement maps.
  • ZBrush natively has the ability to create projected maps. In fact, there’s a lot more control. Instead of using ZMapper to calculate the projection and being stuck with what it gives you, you use the projection features such as Tool>SubTool>Project All and/or the Zproject sculpting brush. There are new controls that give you more projection control than in 3.1. You can also use the sculpting brushes to clean up any projection issues – all before you actually create your difference maps.
  • ZBrush can now natively export 32-bit displacement maps.
With every version of ZBrush we are constantly striving to refine and streamline the technical processes so that you can focus more on simply being creative.

Good point. I hadn’t thought of using Project All that way, but it is a neat way tune a map.

-K

Phloog

It will make things easier for you but you will still need to understand a little what maps to make. That is on the artist. :slight_smile:

Paul

Well, I’ve no problem with learning something about the tools, but I think that I can envision a world where sculpting with the computer is like sculpting with other media…can I learn the exact chemical composition of roma plastilina? Sure…but I don’t have to in order to be able to use it. It helps to know the characteristics to a degree (so you understand what it can/can’t do), but I would hope that at some point in time we would be able to sculpt on the desktop without having to understand normal maps and such.

My normal maps are turning out sucky. I can wait until goz comes out if that will help improve it.
I have tried various settings and getting a very washed out map.
I was using a model done in 3.1 -the filme imported into 3.5.

The displacement generation works great–but my normal map is washed out.
Not sure if I should add an HD layer and then make a normal map off that.

Previously I would delete the first 3 layers of a 6 subdivision level model to get the normal map in zmapper. Do I still need to do that in 3.5’s normal map process?
I assume not-since I did a test using a clean obj model and did a quick sculpt and detaling and it looked pretty good.
But I would like to be able to take the existing 3.1 model and get a new normal map off that if possible to compare to my zmapper one.

and now i am wondering how to get rid of the seams in the normal map…without Zmapper, i can’t even visualise it without baking it over and over

You say that the features of ZMapper have been implemented into 3.5? Where is the seam overpaint control, or the sampling? Where can I choose a normal/ cavity map configuration preset? How about creating a projection normal map? I don’t see any of those features anywhere.

If 3.5 can do just as good a job as ZMapper in creating normals for export, I think Pixologic needs to set up a tutorial or at least give some kind of explanation of how this can be done. Many users ( including the ones in my studio) depend upon ZMapper’s options and flexibility in getting the normals we need. Until this is addressed, we will continue to use 3.1. Yes, it’s that important!