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Oli4D
10-13-2006, 04:15 PM
Hello everybody!
I'm a user of Cinema4D (Release 9.1) and Bodypaint (R 2) and i own ZBrush since a few weeks.
Now i try to ad ZBrush to my pipeline, but i got some problems.
To test all the "export/import" stuff, i modeled a simple lowpoly Fish in C4D and created the UV-Tag with Bodypaint.
Then i exported that Mesh as an OBJ with the free plugin "Riptide" and imported it as a Tool into ZBrush.
I divided the Mesh up to 5 and exported that Subdivision-Map with ZBrushs Plugin "Multi Displacement 2" with this 16bit grayscale Setting: DE-FCGK-EACADA-4d-D16.
Then i turned back to C4D and just used that 16bit Map as a sub-Div Map in C4D.
But what i get looks really bad:

http://www.oli4d-images.com/fish_c4d_render.jpg

So... i tried to find out what i maybe did wrong... but i wansn't abble to find it out.
So i need you help!!
I try to give you as much information as possible, so you got my discription what i did up abpve and also here's my C4D-File (http://www.oli4d-images.com/fish_c4d_original.c4d). And here is the riptide exported OBJ-File (http://www.oli4d-images.com/fish_c4d_export.obj).
I also shot a screenshot of my riptide-Export-settings (http://www.oli4d-images.com/fish_riptide_export_settins.jpg) and of the multi-displacemend-settings (http://www.oli4d-images.com/fish_ZBrush_settings.jpg) in ZBrush.

Can anyone help me getting the mesh smooth?
I really don't understand why i got these ugly edges.
When you test it in ZBrush: You don't have to paint around... just import the OBJ, go to "geometry" -> "devide" up to 4 or 5 and export the map of that.

Thank you very much for your help,
Oli4D

wuensch
10-13-2006, 04:33 PM
the problem is most likely your UV unwrap-- use Z_Brush AUV tiles for the displacement material generation (and also export that model with the AUV for c4d) with a BIG (4096) map and a Gamma setting of 1 in c4d for the Dispmap.
then all should be fine.

If you need different UVs for coloring in BP, c4d can use more than one UV set-- you need to set up different materials for diplacement and for color then and use the Mix function in Texture tag.

Olli

BlackStorm
10-14-2006, 05:11 AM
hi
we have a 1 DVD
they are learning about ZBRUSH AND CINEMA 4D AND MOTION BUILDER
its realy nice dvd
you can learn lot of things from that dvd
http://cgartist.com/engl/index.html

chi
10-14-2006, 06:53 AM
first off you could clean up your uvs...I mean there are some areas that get very close to being overlaps...you have lots of spave that is not being utilized...so take some extra time with your uv map. maybe if you provided a pic of the displacement that zbrush generated we could help resolve this issue a little more easily as right now that could be a key element in solving your problem...cheers...

by the way do you have the zbrush/c4d pipeline document form zbrush central?

and better than that! http://www.cineversity.com/tutorials/index.asp?cid=12&ssp=
I guess thier giving the zbrush vids out for free...so get them whilst their hot.

Oli4D
10-14-2006, 08:40 AM
and better than that! http://www.cineversity.com/tutorials/index.asp?cid=12&ssp=
I guess thier giving the zbrush vids out for free...so get them whilst their hot.

Thanks for the Link Chi! Cineversity has some really interessting videos. Thanks a lot!
Well i know that the UV i've done was really quick and dirty. I try to use AUV Tiles like Olli said, that seems to work much better.
I guess i will use the UVW made in Bodypaint only for Color, Transperency and stuff like that.
I still testing, but that seems to work quite good.

chi
10-14-2006, 03:43 PM
you could use 2 uvs...but then you have to set up your uv tiles to account for 2 uvs...why not save yourself the haslle and create clean uvs to begin with. you can even edit you uvs in c4d and import those into your deform ztool...check out the vids its in there.

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