View Full Version : Lightwave - Zbush - and back?
stevecullum 08-06-2005, 12:23 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.
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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, 08:45 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?
import your texture into Photoshop and "Flip canvas vertical". Or export texture from Zbrush with flip vertical.
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"
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, 06:24 PM
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