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R1PPER
11-19-2004, 10:10 AM
I want to learn one of these apps for adding bump and displacement details to my models. Which would you guys recomend...ive got demos of both and i like Bodypaint but can't unwrap my creature very well...getting wierd strokes.

Zbrush looks really good, especially for adding skin creases and the such.

obvously i havent got the time or inclination to learn both...but im stuck at a crossroads and not sure which way to go. :hmm:

AdamT
11-19-2004, 01:42 PM
For straight texture work I would definitely go for BodyPaint. It has much better UV tools than ZB, and it's generally a more versatile texture tool. ZB let's you paint paint color and bump/displacement at the same time, but in BP you can use multibrushes on these plus reflection, specular color, transparency, etc. BP has better layer controls too.

R1PPER
11-19-2004, 02:43 PM
http://img66.exs.cx/img66/3834/Picture1276.jpg

Heres my efforts after a couple of hours....i love the tools in Zbrush its so intuitive and its great the way you can paint details onto your models....but hate the interface so un-intuitive....still cant figure out how to save out my displacements?

I guess i really do need to read the manuals on these two...but there so much to take in.

flingster
11-19-2004, 03:35 PM
ask on a different forum get a different answer...heh heh.
http://www.cgtalk.com/showthread.php?t=169557
&
http://www.cgtalk.com/showthread.php?t=184982

if you're a c4d user then you got integration as a major plus also.
they have different strengths at the end of the day..
try them both and use the one that most suits your needs.

ThirdEye
11-19-2004, 03:37 PM
You need texturing? Go for Bodypaint. You need geometry painting? Go for Zbrush. You need both? Get both.

R1PPER
11-19-2004, 03:59 PM
Thanks for the replys guys...thats put alot of things straight in my head. Flingster as always :thumbsup:

JackMcRip
12-21-2004, 09:24 PM
But how can you texture a displacement objekt?

You don't see the deformation of the object while you paint.
I hear there is a plugin to show the displacement in realtime in editor (DiTools, Jenna). In Bodypainteditor, too?
With this Plugin you can draw on the displacement surface?

Other I must paint in ZBrush, because I want to use the fantastic displacement features of ZBrush and R9 !

Please give me a hint ;-) Thanks ...

paulselhi
12-21-2004, 09:51 PM
One way around this in BP is to paint a bump and a displacement at the same time, you can see the bump live, then clear the bump channel ro be left with just the displacement

JackMcRip
12-21-2004, 10:15 PM
i mean after export the objekt in zbrush.
When I import in C4D with the displacmentmap.
Now I want to paint on the high and deep of the displacement deformed Objekt with Bodypaint a texture.
What is the best way ?

paulselhi
12-21-2004, 10:19 PM
To see a live displacement you need the jenna displace view plugin, i have heard that DI tools does similar

Or if your modelling is not too deatiled , say just adding large muscle gropus then export the deformed mesh as an Obj and import into C4D you can then paint on your displaced model

It all depends on if you want to animate etc, a 500,000 poly object is handled comforatably in my C4D with 256 MB RAM

here is a very quick example i just played around in ZB the exported the whole mesh to C$D, nothing special just and exercise. textured in C4D

http://www.black-and-white-to-color.com/stuff/monster1.jpg

JackMcRip
12-21-2004, 10:39 PM
It's a good Idea, you mean:
I model in ZBrush as i want.
Then I export the mesh in a useable polycount to .obj
Then I import it to C4D and Paint the relative high Mesh with Bodypaint and save the objekt in .obj
Then I export a low-poly version of the objekt in Zbrush with displacementmap for details.
Then I load this in C4D attach the displacement and the Bodypaint-texture?

Can C4D refind the Mesh from the High-Poly to the Low-Poly?
There are other UVW's
I want to use the AUV or GUV - Mapping

paulselhi
12-22-2004, 12:16 AM
Well i just brought the whole mesh into C4D and textured that !!

here is a test i did the correct way using a ZB generated displacement map on Otto

here is the plain otto

http://www.black-and-white-to-color.com/stuff/plainotto.jpg


And here is the result

http://www.black-and-white-to-color.com/stuff/ottonorad.jpg

wuensch
12-22-2004, 09:07 AM
My 2c:
I use BP for texturing, it gives me a lot more control.
I use Z for generating Displacements, BP is no real option here, iits a blind flight even with DiTools & such.
For texturing Z-Displaced Objects, simply export a higher-level displaced Mesh from Z-Brush and texture that in BP.
then use the teture in your lowpoly-to-be-displaced mesh.
As long as you dont change the UVs, the texture will fit the lowpoly-version as well.

Olli

JackMcRip
12-22-2004, 11:06 AM
It's great !!!
What I see:
I paint on the High-Polymodel. I load the Low-Poly into the document and drap and drop the material from the High-poly to the Low-Poly and the Bodypainting is exactly on it :-)

It's important on the Bodypaint Texture-wizard not new recalculate the UV-Mesh.

Next try I use the displacement on the low-poly.

JackMcRip
12-22-2004, 11:19 AM
Nice. The Paintings looking good on displacement model, too.
But the Paintings are on places that not so displaced.

Now I will test it more ...

Ernest Burden
12-22-2004, 12:10 PM
You need texturing? Go for Bodypaint. You need geometry painting? Go for Zbrush. You need both? Get both.
I did get both. So far I haven't learned anything in Zbrush (though my son is getting quite good at it) but have been having some success in BP.

I would think the only major reason to buy Zbrush is if you want to do the organic 3D painting, or the superfast organic modeling with their Zspheres method. Of course I do plan to do those, so I bought it.

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