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Gal
04-18-2007, 09:29 AM
i know you can use the bump material to show alpha maps as bump but that isnt a correct display of your bump.
i was wondering if anyone knows of a decent workflow to paint bump with projection master and actually being able to keep and see that affect in the viewport? for both negative and postive values in the intensity range they were painted. the bump material can only show either positive or negative bump not both at the same time..unless i'm wrong? painting a black and white texture then copying to alpha then load it in the bump material seem rather pointless to me, there must be a better way? is this the only way to detail models that cant go to higher polycounts? i'm sure some of you who have done tiny pores and wrinkles have used a workflow besides sculpting/deformation of actual geometry.. i'd love to hear the workflow you find best.
thanks

eblondin
04-18-2007, 05:22 PM
The bump viewer material can display both positive and negative values at the same time.

If you check out some of my images on my site especially http://www.ericblondin.com/images/3d-3_1l.jpg
You can see that all of the high frequency details are done with a bump map made entirely in zbrush. The hair, pores, beard stubble, and shirt texture.

Try my bump map workflow scripts that I made, to make the workflow for creating and editing and viewing bump maps in zbrush 2.0 much easier. Sorry for the fonts they are copied right from my site.

• bump_map_setup (http://www.ericblondin.com/archives/bump_map_setup%28revD%29.zip) - This script sets you up to start working with a bump map. It automates setting your RGB color to 50% grey map. And then creates a 4096x4096 texture, then loads the bump viewer material. And then sets your RGB color to 255, 255, 255. Then sets your DSmooth to "1" so that your artifacts in PM will be minimized. It also adds in lights that are better for bump map painting

•txtBump_2_alphaBump (http://www.ericblondin.com/archives/txtbmp_2_alphbmp%28rev-C%29.zip) - This script automates converting your bump map from a texture to an alpha and then sets the displace settings to "mode" and the intensity to .05. Then creates a new white texture. This is for proper viewing of your bump map after picking it up from projection master

• alphBump_2_txtBump (http://www.ericblondin.com/archives/alphbmp_2_txtbmp%28rev-C%29.zip) - This converts your alpha bump map to a texture bump map so you can work on it again in PM after you are done looking at it in the view port real-time.

TVeyes
04-18-2007, 05:23 PM
There is no need to turn your texture into an alpha just to view the bump map, you only need to do that if you also want to view the color texture at the same time.

I am not sure where it is going wrong for you so I will just list the steps as I remember them.

1) Load your tool, draw it on the canvas and enter edit mode.
2) Load the BumpViewerMaterial.zmt into one of the material slots.
3) Select a grey color value (RGB 127,127,127) and create a new texture. (The new texture uses the current color).
4) Make sure you are using Render > Preview mode. Fast and Flat modes do not show the effects of materials.
5) Paint with color values below 127,127,127 to create indentations and above 127,127,127 to create bumps.

Try turning of the second light of the default lighting setup and orient the first light towards a perpendicular angle. That should show the bumps more clearly.

Edit: Or you could just ignore my post and use the above scripts :) Nice one eblondin :thumbsup:

Gal
04-19-2007, 01:40 AM
thanks guys

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