View Full Version : UV map problem...
pnoland 03-03-2005, 01:42 PM I've been working on a character in Silo recently and I'm wanting to detail him in Zbrush then rig/pose (eventually animate) him in Messiah but I'm having some trouble. I took the body of the character into UV Mapper pro and just did a simple box uv unwrap and brought it into Zbrush. After just doing some basic mesh deforming and exported the displacement map Messiah got some funkay results in the render...I'm guessing it's because my uv map sucks? How does Messiah handle UV's done by using Zbrush's GUV tiles?
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tjnyc
03-03-2005, 02:20 PM
It is better that you do your own UVs and not rely on ZB's UV tiles, they will not come out right. Did you check off flip V in messiah for your ZB texture map?
Cheers,
pnoland
03-03-2005, 02:34 PM
Hmm yeah it's flipped correctly. I just looked at the displacement map itself in photoshop and it does look rather ugly so I can see now why it's giving me problem...I think I'm going to have to try to unwrap the head and body separatly on the map so I can have cleaner displacment maps. Using Cube based unwrapping was my bad, it looks blocky which is why my render seems blocky.
Edit: I think you Silo guys might've seen this but here's the character I want to animate. This is a pre zbrush render done in Messiah. You can see it's made up of a few different models (shirt, pants, body/head, gloves, boots) which I want to detail in z and fix up the trouble areas that look funky.
http://www.extrudethis.com/images/wips/hero_render_8.jpg
tjnyc
03-03-2005, 07:34 PM
If you are still having trouble, why don't you post a sample of your displacement map and your displacement settings in messiah. It might be because you missed something perhaps.
Cheers,
pnoland
03-03-2005, 11:30 PM
Okay, here's a peek at my ugly uv map with my displacement settings. The bump value is 0.03 which I didn't put an image of.
Swissphil
03-04-2005, 07:59 AM
I also suggest you unwrap your mash manually to get a cleaner result. Messiah:Studio and ZBrushs UV Tiles don't work together very well. My first tests using ZBrushs UV Maps very quite disapointing. When I switched to manually unwrapped UV maps, I started to love it:)
Just make sure your mesh doesn't contail triangles. Tris always render bad when using displacement maps in Messiah.
Oh, and you did include the MinMax shader in your shaderflow, didn't you? ;)
pnoland
03-04-2005, 11:45 AM
:hmm: No...I forgot the minmax! I'll see if that helps. Thanks for reminding me! I didn't use zbrush on this map but I was kicking the idea around just to maybe save the trouble of UV mapping but I can't get around it so I might as well get used to it. :) I'm going to play around with a few uv maps I'm working on a little bit today then hit it hard when I return from my visit to Cleveland...my future home. :D
Leebre
03-04-2005, 02:40 PM
Regarding min/max...here's a quote from Lyle himself:
...just in case you were not aware, you no longer need to use a Remap node for the displacement texture. If you "F3" while on the TextureMap block, you'll see a Remap control. This allows you to remap TextureMap's output, and it already defaults to -1,1
Here's the thread. (http://www.cgtalk.com/showthread.php?t=211965)
tjnyc
03-04-2005, 03:05 PM
You don't need the min/max for a single disp map, just use the remap like you did. I would increase the sub-level to at least 3, at 2 it too low to get good detail for displacement. Also, 0.03 is too low for the displacement/bump channel in the shader, try it at 0.1. Another thing you need to watch for is the artifacts in your displacement map. What size are you generating your maps at in ZB?
pnoland
03-10-2005, 01:00 AM
Okay, making some progress with Zbrush and Messiah now. There's a problem area on my dispalcement map as you can see in this image (note the black area where the ear should be). That's something I can easily fix in Photoshop though so it's no biggie...Here's what I've got so far with detailing this guy. I started with trying to give his mask a stocking cap look...
http://www.extrudethis.com/images/wips/hero_mask_test_ver_01.jpg
PauHana
03-10-2005, 04:37 AM
That's a cool character, but the mask looks more like a plaster cast...at least to me it does.
pnoland
03-10-2005, 11:30 AM
Yeah, you're right...it does. :argh: Maybe I'll just put some signitures on it and call it a day. ;) I'm just happy I've gotten this far with Messiah! I'm going to rework the details and make it more clothlike today hopefully. :D
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