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stevecullum
08-06-2005, 01:23 PM
I'm trying to detail up a model I created in lightwave in Zbrush and re-import back to Lightwave. I've searched the forums for advice and seen some tutorials but they don't seem to be working!

I always seem to have bad seams when using the GUV in Zbrush, so is it best to use LW UV maps?

Also, I don't get how to export and use the specular and diffuse maps - All I can get is colour and Alpha, so is there a step I'm missing somewhere?

I'm new to this workflow so any advice is appreciated.

3d3
08-06-2005, 06:14 PM
best tutorial "out-there"

http://www.stevewarner.com/Tutorials/zBrush/zBrushTut.html


plug-in - assists in the import of a zbrush model and uv map

http://www.madeinasa.com/plugins/zwave.asp


also do a search on the zBrush Central site, bits and pieces of info there

stevecullum
08-06-2005, 09:45 PM
I've looked at both of these, but don't have any luck. When the texture is applied there is seams all over making it like space ship tiles!

When I look at the UV map, each square is seperated appart, which I think is the cause.

Steve Warner's method is a little better, but still can't get rid of the seams.

I'm new to zbrush, so perhaps there are extra steps I need?

IZZE
08-07-2005, 07:25 AM
import your texture into Photoshop and "Flip canvas vertical". Or export texture from Zbrush with flip vertical.

3d3
08-07-2005, 06:55 PM
This thread was a big one for displacement mapping to other apps on zbrush central.


Rendering ZBrush Displacement-Maps In External Renderers

http://206.145.80.239/zbc/showthread.php?t=20310&page=13&pp=15



Check post #193 - there is a screen grab that jotajota posted with settings that work.

-the key is setting the layer opacity at 200% in the normal displacement/texture

-also make sure in the object properties/geometry that the Subdivision order is "First"

c-g
08-07-2005, 07:24 PM
I've looked at both of these, but don't have any luck. When the texture is applied there is seams all over making it like space ship tiles!

When I look at the UV map, each square is seperated appart, which I think is the cause.

Steve Warner's method is a little better, but still can't get rid of the seams.

I'm new to zbrush, so perhaps there are extra steps I need?

There is a function in zbrush called "fix seams" or something like that, that might help you out. I believe it will bleed the value at the uv edges so it doesn't drop off into a zero-displaced black value.

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08-07-2005, 07:24 PM
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