View Full Version : ZBrush-C4D pipeline Docs
Hi Guys
Maybe I missed this, sorry if its a double post but I just noticed there is now a ZBrush->C4D pipeline pdf to download here:
http://206.145.80.239/zbc/showthread.php?p=240832#post240832
Boxy
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lildragon
05-28-2006, 11:59 AM
Brilliant!
Cheers
wuensch
05-28-2006, 12:18 PM
aaaahh-- finally--
great work, btw, the pdf is detailed and explains the whole process very thoroughly.
Olli
Distal
05-29-2006, 12:52 AM
thx for the info boxy ! will be a very interesting reading, just got ZB recently :)
I'm a little dissapointed, we spent some time updating the workflow for working with multiple objects but the update hasnt come up yet, its nothing to major, the current method still works fine, we just updated wording and smoothed out some of the steps, hopefully this update will be up soon
heathivan
05-29-2006, 02:20 AM
Thanks Boxy
Thats great. I've been looking for this. However, it should be noted that the ZMapper plug-in isn't available for MAC users. This leaves us without the Cavity Maps, a sore point. . . I saw a zbrushcentral post from Nov '05 that stated the pixologic team was developing it though.
Also, I was checking the Riptide Plugin. . . c4d8.5 version is available for macs, not the 9.1 one (pc only).
heath
Kinematics
05-29-2006, 10:23 AM
do we need riptide??
LucentDreams
05-29-2006, 12:42 PM
still a little ealry int he morning but I will try contacting Pixologic to see whats happened with the update.
Do you need Riptide?
Depends on what you want to do. For the simplest of stuff, no you don't need it, but I"d still recommend it. Its free and a much better obj I/O than cinema's internal one. if your doing anythign that involves tkaing the model back and fourth than yes you do need riptide otherwise point orders will change and your project ruined.
Keith Young
05-29-2006, 01:11 PM
... Also, I was checking the Riptide Plugin. . . c4d8.5 version is available for macs, not the 9.1 one (pc only).
heath
D'oh! I thought I'd done the Mac version of the update a while ago - I guess I forgot. I'm in the middle of some other projects right now, but I'll try to get to this RSN.
- Keith
That would be great, Thanks Keith
Boxy
LucentDreams
05-29-2006, 01:52 PM
just a note for kieth, some of the changes were to fix the area covering using groups.
Keith Young
05-29-2006, 02:04 PM
just a note for kieth, some of the changes were to fix the area covering using groups.
Yeah, I think it was that 'reverse-ordering of separate meshes, causing differing vertex counts' thing (this thread: http://forums.cgsociety.org/showthread.php?t=341306 ).
- Keith
Kinematics
05-29-2006, 04:05 PM
ahh so ur the genius behind riptide :) howdy keith. thanks for the plugin...cant say ive tried it though...gonna have to wait for that mac version. take it easy though...no rush :P
LucentDreams: Thanks for the reply regarding riptide ;)
cheers
wen hao
flingster
05-29-2006, 04:17 PM
on a side note..do you think zb can be run on a macbook?
on a side note..do you think zb can be run on a macbook?
Yes I run it on my TiBook 867mhz with a gig of RAM quite happily, though of course you are more limited to how much the model can be subdivided and therefore the amount of detail you get for your maps. But I imagine this will be a lot more on the macbook than on my poor old TiBook :)
Boxy
flingster
05-29-2006, 05:22 PM
Yes I run it on my TiBook 867mhz with a gig of RAM quite happily, though of course you are more limited to how much the model can be subdivided and therefore the amount of detail you get for your maps. But I imagine this will be a lot more on the macbook than on my poor old TiBook :)
Boxy
one quick question...macbook 2 gig...is there work on a ub version that anyone knows off..? it doesn't have to be uberspeedy just workable/useable...and this rosetta thing seems to rule out most stuff? any info appreciated.
sorry to thread owner for OT....
LucentDreams
05-29-2006, 08:11 PM
might want to chekc in the ZBrush forum, but I believe ZBrush is not universal Binary yet.
flingster
05-29-2006, 09:15 PM
might want to chekc in the ZBrush forum, but I believe ZBrush is not universal Binary yet.
cheers kai didn't think it would be yet just wondered at news on that front had a quick scout around on main site and forum but nearly as hard to navigate as the gui...heh heh.
LucentDreams
05-29-2006, 09:25 PM
my guess is no as they haven't even released their free plugins all on the max yet (at least Zmapper for sure isn't) they are also some year and a half almsot 2 years behind a promised release.
normal
06-01-2006, 08:14 AM
Hi,
I'm just now getting back to my ZBrush/C4D work.
Currently I am trying to use a bumpmap made in BP as a displaement map in ZBrush. This is folowing a new tutorial by Pete Zoppi:
http://zbrushcentral.com/zbc/showthread.php?t=035323
However, It seems that the texture comes out vastly too large, or perhaps I should say the model is so small that large displacements are caused by areas of just a few pixels. I am using riptide to export the UV coordinates.
- David
Hi,
I'm just now getting back to my ZBrush/C4D work.
Currently I am trying to use a bumpmap made in BP as a displaement map in ZBrush. This is folowing a new tutorial by Pete Zoppi:
http://zbrushcentral.com/zbc/showthread.php?t=035323
However, It seems that the texture comes out vastly too large, or perhaps I should say the model is so small that large displacements are caused by areas of just a few pixels. I am using riptide to export the UV coordinates.
- David
not to sure exactly what the problem is...but remember that white and black alone will cause extreme displacement...and it should be noted that his map didn't have a lot of contrast but even the low value (0.4 i believe) caused a fairly dramatic effect. so either lower the contrast of the map or lower the displacement effect in zb...or both..hope this helps...its the only issue i could see running into
normal
06-02-2006, 07:20 AM
Hi Chi,
Something is not right where my files are concerned. It seems like the model is vastly too small for the d-map derived from the alpha - and thus I am not getting any detail. I'm trying varying the scale factor setting upon export via riptide. For my previous experiments 10 worked just fine, but now seems too small. 1 is still not big enough. I have not yet tried entering decimals.
What I am trying to do now is generate a d-map within ZB based on something made in BP. This is nearly inverse from what I was trying to do before. I haven't yet looked at your revised pipeline . . . do you cover this process? As far as I can tell I need to rotate the alpha 90 to get it to fit right.
I've just put these files online.
http://www.normal-design.com/pyramid/khufu-entrance05.zip
There's the .obj + 2 tex files. One is the brick tex, and the other is a pattern I was using to test the dmap with.
- David
ok in body paint go to select all...then find your uv commands pallete, then click fit uv to canvas...the problem seems to be that your uvs have been scaled down to only take up maybe a 20th of the uv tile they are on...this is what causes the problem...and having to flip the map is normal...in the video you can see that the guy is flipping the map in the alpha edit field...but yeah...using fit uv to canvas should solve your problem...then just export the object back into zbrush and follow the vid from there...hope this helps
normal
06-02-2006, 07:56 AM
Great! That solves it! Thanks again!!
I would not have guessed that. In the Zoppi tutorial the image of the UVs on the tex shows the UVs neatly within the boundaries of the tex. In BP now the UV layout is enormous and the tex is just taking up a little corner. This is how it was initially as I think I had tiled the texture tag, but later I switched that setting off in favor of making the texture large instead. I don't understand why it is this way.
- David
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